var __extends = this.__extends || function (d, b) {
    for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
    function __() { this.constructor = d; }
    __.prototype = b.prototype;
    d.prototype = new __();
};var BABYLON;
(function (BABYLON) {
    var Color3 = (function () {
        function Color3(r, g, b) {
            if (r === void 0) { r = 0; }
            if (g === void 0) { g = 0; }
            if (b === void 0) { b = 0; }
            this.r = r;
            this.g = g;
            this.b = b;
        }
        Color3.prototype.toString = function () {
            return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
        };
        // Operators
        Color3.prototype.toArray = function (array, index) {
            if (index === undefined) {
                index = 0;
            }
            array[index] = this.r;
            array[index + 1] = this.g;
            array[index + 2] = this.b;
            return this;
        };
        Color3.prototype.toColor4 = function (alpha) {
            if (alpha === void 0) { alpha = 1; }
            return new Color4(this.r, this.g, this.b, alpha);
        };
        Color3.prototype.asArray = function () {
            var result = [];
            this.toArray(result, 0);
            return result;
        };
        Color3.prototype.toLuminance = function () {
            return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
        };
        Color3.prototype.multiply = function (otherColor) {
            return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
        };
        Color3.prototype.multiplyToRef = function (otherColor, result) {
            result.r = this.r * otherColor.r;
            result.g = this.g * otherColor.g;
            result.b = this.b * otherColor.b;
            return this;
        };
        Color3.prototype.equals = function (otherColor) {
            return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
        };
        Color3.prototype.scale = function (scale) {
            return new Color3(this.r * scale, this.g * scale, this.b * scale);
        };
        Color3.prototype.scaleToRef = function (scale, result) {
            result.r = this.r * scale;
            result.g = this.g * scale;
            result.b = this.b * scale;
            return this;
        };
        Color3.prototype.add = function (otherColor) {
            return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
        };
        Color3.prototype.addToRef = function (otherColor, result) {
            result.r = this.r + otherColor.r;
            result.g = this.g + otherColor.g;
            result.b = this.b + otherColor.b;
            return this;
        };
        Color3.prototype.subtract = function (otherColor) {
            return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
        };
        Color3.prototype.subtractToRef = function (otherColor, result) {
            result.r = this.r - otherColor.r;
            result.g = this.g - otherColor.g;
            result.b = this.b - otherColor.b;
            return this;
        };
        Color3.prototype.clone = function () {
            return new Color3(this.r, this.g, this.b);
        };
        Color3.prototype.copyFrom = function (source) {
            this.r = source.r;
            this.g = source.g;
            this.b = source.b;
            return this;
        };
        Color3.prototype.copyFromFloats = function (r, g, b) {
            this.r = r;
            this.g = g;
            this.b = b;
            return this;
        };
        // Statics
        Color3.FromArray = function (array, offset) {
            if (offset === void 0) { offset = 0; }
            return new Color3(array[offset], array[offset + 1], array[offset + 2]);
        };
        Color3.FromInts = function (r, g, b) {
            return new Color3(r / 255.0, g / 255.0, b / 255.0);
        };
        Color3.Lerp = function (start, end, amount) {
            var r = start.r + ((end.r - start.r) * amount);
            var g = start.g + ((end.g - start.g) * amount);
            var b = start.b + ((end.b - start.b) * amount);
            return new Color3(r, g, b);
        };
        Color3.Red = function () {
            return new Color3(1, 0, 0);
        };
        Color3.Green = function () {
            return new Color3(0, 1, 0);
        };
        Color3.Blue = function () {
            return new Color3(0, 0, 1);
        };
        Color3.Black = function () {
            return new Color3(0, 0, 0);
        };
        Color3.White = function () {
            return new Color3(1, 1, 1);
        };
        Color3.Purple = function () {
            return new Color3(0.5, 0, 0.5);
        };
        Color3.Magenta = function () {
            return new Color3(1, 0, 1);
        };
        Color3.Yellow = function () {
            return new Color3(1, 1, 0);
        };
        Color3.Gray = function () {
            return new Color3(0.5, 0.5, 0.5);
        };
        return Color3;
    })();
    BABYLON.Color3 = Color3;
    var Color4 = (function () {
        function Color4(r, g, b, a) {
            this.r = r;
            this.g = g;
            this.b = b;
            this.a = a;
        }
        // Operators
        Color4.prototype.addInPlace = function (right) {
            this.r += right.r;
            this.g += right.g;
            this.b += right.b;
            this.a += right.a;
            return this;
        };
        Color4.prototype.asArray = function () {
            var result = [];
            this.toArray(result, 0);
            return result;
        };
        Color4.prototype.toArray = function (array, index) {
            if (index === undefined) {
                index = 0;
            }
            array[index] = this.r;
            array[index + 1] = this.g;
            array[index + 2] = this.b;
            array[index + 3] = this.a;
            return this;
        };
        Color4.prototype.add = function (right) {
            return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
        };
        Color4.prototype.subtract = function (right) {
            return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
        };
        Color4.prototype.subtractToRef = function (right, result) {
            result.r = this.r - right.r;
            result.g = this.g - right.g;
            result.b = this.b - right.b;
            result.a = this.a - right.a;
            return this;
        };
        Color4.prototype.scale = function (scale) {
            return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
        };
        Color4.prototype.scaleToRef = function (scale, result) {
            result.r = this.r * scale;
            result.g = this.g * scale;
            result.b = this.b * scale;
            result.a = this.a * scale;
            return this;
        };
        Color4.prototype.toString = function () {
            return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
        };
        Color4.prototype.clone = function () {
            return new Color4(this.r, this.g, this.b, this.a);
        };
        Color4.prototype.copyFrom = function (source) {
            this.r = source.r;
            this.g = source.g;
            this.b = source.b;
            this.a = source.a;
            return this;
        };
        // Statics
        Color4.Lerp = function (left, right, amount) {
            var result = new Color4(0, 0, 0, 0);
            Color4.LerpToRef(left, right, amount, result);
            return result;
        };
        Color4.LerpToRef = function (left, right, amount, result) {
            result.r = left.r + (right.r - left.r) * amount;
            result.g = left.g + (right.g - left.g) * amount;
            result.b = left.b + (right.b - left.b) * amount;
            result.a = left.a + (right.a - left.a) * amount;
        };
        Color4.FromArray = function (array, offset) {
            if (offset === void 0) { offset = 0; }
            return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
        };
        Color4.FromInts = function (r, g, b, a) {
            return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
        };
        return Color4;
    })();
    BABYLON.Color4 = Color4;
    var Vector2 = (function () {
        function Vector2(x, y) {
            this.x = x;
            this.y = y;
        }
        Vector2.prototype.toString = function () {
            return "{X: " + this.x + " Y:" + this.y + "}";
        };
        // Operators
        Vector2.prototype.toArray = function (array, index) {
            if (index === void 0) { index = 0; }
            array[index] = this.x;
            array[index + 1] = this.y;
            return this;
        };
        Vector2.prototype.asArray = function () {
            var result = [];
            this.toArray(result, 0);
            return result;
        };
        Vector2.prototype.copyFrom = function (source) {
            this.x = source.x;
            this.y = source.y;
            return this;
        };
        Vector2.prototype.copyFromFloats = function (x, y) {
            this.x = x;
            this.y = y;
            return this;
        };
        Vector2.prototype.add = function (otherVector) {
            return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
        };
        Vector2.prototype.addVector3 = function (otherVector) {
            return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
        };
        Vector2.prototype.subtract = function (otherVector) {
            return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
        };
        Vector2.prototype.subtractInPlace = function (otherVector) {
            this.x -= otherVector.x;
            this.y -= otherVector.y;
            return this;
        };
        Vector2.prototype.multiplyInPlace = function (otherVector) {
            this.x *= otherVector.x;
            this.y *= otherVector.y;
            return this;
        };
        Vector2.prototype.multiply = function (otherVector) {
            return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
        };
        Vector2.prototype.multiplyToRef = function (otherVector, result) {
            result.x = this.x * otherVector.x;
            result.y = this.y * otherVector.y;
            return this;
        };
        Vector2.prototype.multiplyByFloats = function (x, y) {
            return new Vector2(this.x * x, this.y * y);
        };
        Vector2.prototype.divide = function (otherVector) {
            return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
        };
        Vector2.prototype.divideToRef = function (otherVector, result) {
            result.x = this.x / otherVector.x;
            result.y = this.y / otherVector.y;
            return this;
        };
        Vector2.prototype.negate = function () {
            return new Vector2(-this.x, -this.y);
        };
        Vector2.prototype.scaleInPlace = function (scale) {
            this.x *= scale;
            this.y *= scale;
            return this;
        };
        Vector2.prototype.scale = function (scale) {
            return new Vector2(this.x * scale, this.y * scale);
        };
        Vector2.prototype.equals = function (otherVector) {
            return otherVector && this.x === otherVector.x && this.y === otherVector.y;
        };
        // Properties
        Vector2.prototype.length = function () {
            return Math.sqrt(this.x * this.x + this.y * this.y);
        };
        Vector2.prototype.lengthSquared = function () {
            return (this.x * this.x + this.y * this.y);
        };
        // Methods
        Vector2.prototype.normalize = function () {
            var len = this.length();
            if (len === 0)
                return this;
            var num = 1.0 / len;
            this.x *= num;
            this.y *= num;
            return this;
        };
        Vector2.prototype.clone = function () {
            return new Vector2(this.x, this.y);
        };
        // Statics
        Vector2.Zero = function () {
            return new Vector2(0, 0);
        };
        Vector2.FromArray = function (array, offset) {
            if (offset === void 0) { offset = 0; }
            return new Vector2(array[offset], array[offset + 1]);
        };
        Vector2.FromArrayToRef = function (array, offset, result) {
            result.x = array[offset];
            result.y = array[offset + 1];
        };
        Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
            var squared = amount * amount;
            var cubed = amount * squared;
            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));
            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));
            return new Vector2(x, y);
        };
        Vector2.Clamp = function (value, min, max) {
            var x = value.x;
            x = (x > max.x) ? max.x : x;
            x = (x < min.x) ? min.x : x;
            var y = value.y;
            y = (y > max.y) ? max.y : y;
            y = (y < min.y) ? min.y : y;
            return new Vector2(x, y);
        };
        Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
            var squared = amount * amount;
            var cubed = amount * squared;
            var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
            var part2 = (-2.0 * cubed) + (3.0 * squared);
            var part3 = (cubed - (2.0 * squared)) + amount;
            var part4 = cubed - squared;
            var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
            var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
            return new Vector2(x, y);
        };
        Vector2.Lerp = function (start, end, amount) {
            var x = start.x + ((end.x - start.x) * amount);
            var y = start.y + ((end.y - start.y) * amount);
            return new Vector2(x, y);
        };
        Vector2.Dot = function (left, right) {
            return left.x * right.x + left.y * right.y;
        };
        Vector2.Normalize = function (vector) {
            var newVector = vector.clone();
            newVector.normalize();
            return newVector;
        };
        Vector2.Minimize = function (left, right) {
            var x = (left.x < right.x) ? left.x : right.x;
            var y = (left.y < right.y) ? left.y : right.y;
            return new Vector2(x, y);
        };
        Vector2.Maximize = function (left, right) {
            var x = (left.x > right.x) ? left.x : right.x;
            var y = (left.y > right.y) ? left.y : right.y;
            return new Vector2(x, y);
        };
        Vector2.Transform = function (vector, transformation) {
            var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]);
            var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]);
            return new Vector2(x, y);
        };
        Vector2.Distance = function (value1, value2) {
            return Math.sqrt(Vector2.DistanceSquared(value1, value2));
        };
        Vector2.DistanceSquared = function (value1, value2) {
            var x = value1.x - value2.x;
            var y = value1.y - value2.y;
            return (x * x) + (y * y);
        };
        return Vector2;
    })();
    BABYLON.Vector2 = Vector2;
    var Vector3 = (function () {
        function Vector3(x, y, z) {
            this.x = x;
            this.y = y;
            this.z = z;
        }
        Vector3.prototype.toString = function () {
            return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
        };
        // Operators
        Vector3.prototype.asArray = function () {
            var result = [];
            this.toArray(result, 0);
            return result;
        };
        Vector3.prototype.toArray = function (array, index) {
            if (index === void 0) { index = 0; }
            array[index] = this.x;
            array[index + 1] = this.y;
            array[index + 2] = this.z;
            return this;
        };
        Vector3.prototype.toQuaternion = function () {
            var result = new Quaternion(0, 0, 0, 1);
            var cosxPlusz = Math.cos((this.x + this.z) * 0.5);
            var sinxPlusz = Math.sin((this.x + this.z) * 0.5);
            var coszMinusx = Math.cos((this.z - this.x) * 0.5);
            var sinzMinusx = Math.sin((this.z - this.x) * 0.5);
            var cosy = Math.cos(this.y * 0.5);
            var siny = Math.sin(this.y * 0.5);
            result.x = coszMinusx * siny;
            result.y = -sinzMinusx * siny;
            result.z = sinxPlusz * cosy;
            result.w = cosxPlusz * cosy;
            return result;
        };
        Vector3.prototype.addInPlace = function (otherVector) {
            this.x += otherVector.x;
            this.y += otherVector.y;
            this.z += otherVector.z;
            return this;
        };
        Vector3.prototype.add = function (otherVector) {
            return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
        };
        Vector3.prototype.addToRef = function (otherVector, result) {
            result.x = this.x + otherVector.x;
            result.y = this.y + otherVector.y;
            result.z = this.z + otherVector.z;
            return this;
        };
        Vector3.prototype.subtractInPlace = function (otherVector) {
            this.x -= otherVector.x;
            this.y -= otherVector.y;
            this.z -= otherVector.z;
            return this;
        };
        Vector3.prototype.subtract = function (otherVector) {
            return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
        };
        Vector3.prototype.subtractToRef = function (otherVector, result) {
            result.x = this.x - otherVector.x;
            result.y = this.y - otherVector.y;
            result.z = this.z - otherVector.z;
            return this;
        };
        Vector3.prototype.subtractFromFloats = function (x, y, z) {
            return new Vector3(this.x - x, this.y - y, this.z - z);
        };
        Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
            result.x = this.x - x;
            result.y = this.y - y;
            result.z = this.z - z;
            return this;
        };
        Vector3.prototype.negate = function () {
            return new Vector3(-this.x, -this.y, -this.z);
        };
        Vector3.prototype.scaleInPlace = function (scale) {
            this.x *= scale;
            this.y *= scale;
            this.z *= scale;
            return this;
        };
        Vector3.prototype.scale = function (scale) {
            return new Vector3(this.x * scale, this.y * scale, this.z * scale);
        };
        Vector3.prototype.scaleToRef = function (scale, result) {
            result.x = this.x * scale;
            result.y = this.y * scale;
            result.z = this.z * scale;
        };
        Vector3.prototype.equals = function (otherVector) {
            return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
        };
        Vector3.prototype.equalsWithEpsilon = function (otherVector) {
            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;
        };
        Vector3.prototype.equalsToFloats = function (x, y, z) {
            return this.x === x && this.y === y && this.z === z;
        };
        Vector3.prototype.multiplyInPlace = function (otherVector) {
            this.x *= otherVector.x;
            this.y *= otherVector.y;
            this.z *= otherVector.z;
            return this;
        };
        Vector3.prototype.multiply = function (otherVector) {
            return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
        };
        Vector3.prototype.multiplyToRef = function (otherVector, result) {
            result.x = this.x * otherVector.x;
            result.y = this.y * otherVector.y;
            result.z = this.z * otherVector.z;
            return this;
        };
        Vector3.prototype.multiplyByFloats = function (x, y, z) {
            return new Vector3(this.x * x, this.y * y, this.z * z);
        };
        Vector3.prototype.divide = function (otherVector) {
            return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
        };
        Vector3.prototype.divideToRef = function (otherVector, result) {
            result.x = this.x / otherVector.x;
            result.y = this.y / otherVector.y;
            result.z = this.z / otherVector.z;
            return this;
        };
        Vector3.prototype.MinimizeInPlace = function (other) {
            if (other.x < this.x)
                this.x = other.x;
            if (other.y < this.y)
                this.y = other.y;
            if (other.z < this.z)
                this.z = other.z;
            return this;
        };
        Vector3.prototype.MaximizeInPlace = function (other) {
            if (other.x > this.x)
                this.x = other.x;
            if (other.y > this.y)
                this.y = other.y;
            if (other.z > this.z)
                this.z = other.z;
            return this;
        };
        // Properties
        Vector3.prototype.length = function () {
            return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
        };
        Vector3.prototype.lengthSquared = function () {
            return (this.x * this.x + this.y * this.y + this.z * this.z);
        };
        // Methods
        Vector3.prototype.normalize = function () {
            var len = this.length();
            if (len === 0)
                return this;
            var num = 1.0 / len;
            this.x *= num;
            this.y *= num;
            this.z *= num;
            return this;
        };
        Vector3.prototype.clone = function () {
            return new Vector3(this.x, this.y, this.z);
        };
        Vector3.prototype.copyFrom = function (source) {
            this.x = source.x;
            this.y = source.y;
            this.z = source.z;
            return this;
        };
        Vector3.prototype.copyFromFloats = function (x, y, z) {
            this.x = x;
            this.y = y;
            this.z = z;
            return this;
        };
        // Statics
        Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
            var d0 = Vector3.Dot(vector0, axis) - size;
            var d1 = Vector3.Dot(vector1, axis) - size;
            var s = d0 / (d0 - d1);
            return s;
        };
        Vector3.FromArray = function (array, offset) {
            if (!offset) {
                offset = 0;
            }
            return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
        };
        Vector3.FromArrayToRef = function (array, offset, result) {
            result.x = array[offset];
            result.y = array[offset + 1];
            result.z = array[offset + 2];
        };
        Vector3.FromFloatArrayToRef = function (array, offset, result) {
            result.x = array[offset];
            result.y = array[offset + 1];
            result.z = array[offset + 2];
        };
        Vector3.FromFloatsToRef = function (x, y, z, result) {
            result.x = x;
            result.y = y;
            result.z = z;
        };
        Vector3.Zero = function () {
            return new Vector3(0, 0, 0);
        };
        Vector3.Up = function () {
            return new Vector3(0, 1.0, 0);
        };
        Vector3.TransformCoordinates = function (vector, transformation) {
            var result = Vector3.Zero();
            Vector3.TransformCoordinatesToRef(vector, transformation, result);
            return result;
        };
        Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
            var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12];
            var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13];
            var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14];
            var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15];
            result.x = x / w;
            result.y = y / w;
            result.z = z / w;
        };
        Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
            var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12];
            var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13];
            var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14];
            var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15];
            result.x = rx / rw;
            result.y = ry / rw;
            result.z = rz / rw;
        };
        Vector3.TransformCoordinatesToRefSIMD = function (vector, transformation, result) {
            var v = SIMD.float32x4.loadXYZ(vector._data, 0);
            var m0 = SIMD.float32x4.load(transformation.m, 0);
            var m1 = SIMD.float32x4.load(transformation.m, 4);
            var m2 = SIMD.float32x4.load(transformation.m, 8);
            var m3 = SIMD.float32x4.load(transformation.m, 12);
            var r = SIMD.float32x4.add(SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 0, 0, 0, 0), m0), SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 1, 1, 1, 1), m1)), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 2, 2, 2, 2), m2), m3));
            r = SIMD.float32x4.div(r, SIMD.float32x4.swizzle(r, 3, 3, 3, 3));
            SIMD.float32x4.storeXYZ(result._data, 0, r);
        };
        Vector3.TransformCoordinatesFromFloatsToRefSIMD = function (x, y, z, transformation, result) {
            var v0 = SIMD.float32x4.splat(x);
            var v1 = SIMD.float32x4.splat(y);
            var v2 = SIMD.float32x4.splat(z);
            var m0 = SIMD.float32x4.load(transformation.m, 0);
            var m1 = SIMD.float32x4.load(transformation.m, 4);
            var m2 = SIMD.float32x4.load(transformation.m, 8);
            var m3 = SIMD.float32x4.load(transformation.m, 12);
            var r = SIMD.float32x4.add(SIMD.float32x4.add(SIMD.float32x4.mul(v0, m0), SIMD.float32x4.mul(v1, m1)), SIMD.float32x4.add(SIMD.float32x4.mul(v2, m2), m3));
            r = SIMD.float32x4.div(r, SIMD.float32x4.swizzle(r, 3, 3, 3, 3));
            SIMD.float32x4.storeXYZ(result._data, 0, r);
        };
        Vector3.TransformNormal = function (vector, transformation) {
            var result = Vector3.Zero();
            Vector3.TransformNormalToRef(vector, transformation, result);
            return result;
        };
        Vector3.TransformNormalToRef = function (vector, transformation, result) {
            result.x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
            result.y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
            result.z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
        };
        Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
            result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]);
            result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]);
            result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]);
        };
        Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
            var squared = amount * amount;
            var cubed = amount * squared;
            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));
            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));
            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));
            return new Vector3(x, y, z);
        };
        Vector3.Clamp = function (value, min, max) {
            var x = value.x;
            x = (x > max.x) ? max.x : x;
            x = (x < min.x) ? min.x : x;
            var y = value.y;
            y = (y > max.y) ? max.y : y;
            y = (y < min.y) ? min.y : y;
            var z = value.z;
            z = (z > max.z) ? max.z : z;
            z = (z < min.z) ? min.z : z;
            return new Vector3(x, y, z);
        };
        Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
            var squared = amount * amount;
            var cubed = amount * squared;
            var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
            var part2 = (-2.0 * cubed) + (3.0 * squared);
            var part3 = (cubed - (2.0 * squared)) + amount;
            var part4 = cubed - squared;
            var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
            var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
            var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
            return new Vector3(x, y, z);
        };
        Vector3.Lerp = function (start, end, amount) {
            var x = start.x + ((end.x - start.x) * amount);
            var y = start.y + ((end.y - start.y) * amount);
            var z = start.z + ((end.z - start.z) * amount);
            return new Vector3(x, y, z);
        };
        Vector3.Dot = function (left, right) {
            return (left.x * right.x + left.y * right.y + left.z * right.z);
        };
        Vector3.Cross = function (left, right) {
            var result = Vector3.Zero();
            Vector3.CrossToRef(left, right, result);
            return result;
        };
        Vector3.CrossToRef = function (left, right, result) {
            result.x = left.y * right.z - left.z * right.y;
            result.y = left.z * right.x - left.x * right.z;
            result.z = left.x * right.y - left.y * right.x;
        };
        Vector3.Normalize = function (vector) {
            var result = Vector3.Zero();
            Vector3.NormalizeToRef(vector, result);
            return result;
        };
        Vector3.NormalizeToRef = function (vector, result) {
            result.copyFrom(vector);
            result.normalize();
        };
        Vector3.Project = function (vector, world, transform, viewport) {
            var cw = viewport.width;
            var ch = viewport.height;
            var cx = viewport.x;
            var cy = viewport.y;
            var viewportMatrix = Matrix.FromValues(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, 1, 0, cx + cw / 2.0, ch / 2.0 + cy, 0, 1);
            var finalMatrix = world.multiply(transform).multiply(viewportMatrix);
            return Vector3.TransformCoordinates(vector, finalMatrix);
        };
        Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
            var matrix = world.multiply(transform);
            matrix.invert();
            source.x = source.x / viewportWidth * 2 - 1;
            source.y = -(source.y / viewportHeight * 2 - 1);
            var vector = Vector3.TransformCoordinates(source, matrix);
            var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
            if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
                vector = vector.scale(1.0 / num);
            }
            return vector;
        };
        Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
            var matrix = world.multiply(view).multiply(projection);
            matrix.invert();
            source.x = source.x / viewportWidth * 2 - 1;
            source.y = -(source.y / viewportHeight * 2 - 1);
            var vector = Vector3.TransformCoordinates(source, matrix);
            var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
            if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
                vector = vector.scale(1.0 / num);
            }
            return vector;
        };
        Vector3.Minimize = function (left, right) {
            var min = left.clone();
            min.MinimizeInPlace(right);
            return min;
        };
        Vector3.Maximize = function (left, right) {
            var max = left.clone();
            max.MaximizeInPlace(right);
            return max;
        };
        Vector3.Distance = function (value1, value2) {
            return Math.sqrt(Vector3.DistanceSquared(value1, value2));
        };
        Vector3.DistanceSquared = function (value1, value2) {
            var x = value1.x - value2.x;
            var y = value1.y - value2.y;
            var z = value1.z - value2.z;
            return (x * x) + (y * y) + (z * z);
        };
        Vector3.Center = function (value1, value2) {
            var center = value1.add(value2);
            center.scaleInPlace(0.5);
            return center;
        };
        return Vector3;
    })();
    BABYLON.Vector3 = Vector3;
    //Vector4 class created for EulerAngle class conversion to Quaternion
    var Vector4 = (function () {
        function Vector4(x, y, z, w) {
            this.x = x;
            this.y = y;
            this.z = z;
            this.w = w;
        }
        Vector4.prototype.toString = function () {
            return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "W:" + this.w + "}";
        };
        // Operators
        Vector4.prototype.asArray = function () {
            var result = [];
            this.toArray(result, 0);
            return result;
        };
        Vector4.prototype.toArray = function (array, index) {
            if (index === undefined) {
                index = 0;
            }
            array[index] = this.x;
            array[index + 1] = this.y;
            array[index + 2] = this.z;
            array[index + 3] = this.w;
            return this;
        };
        Vector4.prototype.addInPlace = function (otherVector) {
            this.x += otherVector.x;
            this.y += otherVector.y;
            this.z += otherVector.z;
            this.w += otherVector.w;
            return this;
        };
        Vector4.prototype.add = function (otherVector) {
            return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
        };
        Vector4.prototype.addToRef = function (otherVector, result) {
            result.x = this.x + otherVector.x;
            result.y = this.y + otherVector.y;
            result.z = this.z + otherVector.z;
            result.w = this.w + otherVector.w;
            return this;
        };
        Vector4.prototype.subtractInPlace = function (otherVector) {
            this.x -= otherVector.x;
            this.y -= otherVector.y;
            this.z -= otherVector.z;
            this.w -= otherVector.w;
            return this;
        };
        Vector4.prototype.subtract = function (otherVector) {
            return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
        };
        Vector4.prototype.subtractToRef = function (otherVector, result) {
            result.x = this.x - otherVector.x;
            result.y = this.y - otherVector.y;
            result.z = this.z - otherVector.z;
            result.w = this.w - otherVector.w;
            return this;
        };
        Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
            return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
        };
        Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
            result.x = this.x - x;
            result.y = this.y - y;
            result.z = this.z - z;
            result.w = this.w - w;
            return this;
        };
        Vector4.prototype.negate = function () {
            return new Vector4(-this.x, -this.y, -this.z, -this.w);
        };
        Vector4.prototype.scaleInPlace = function (scale) {
            this.x *= scale;
            this.y *= scale;
            this.z *= scale;
            this.w *= scale;
            return this;
        };
        Vector4.prototype.scale = function (scale) {
            return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
        };
        Vector4.prototype.scaleToRef = function (scale, result) {
            result.x = this.x * scale;
            result.y = this.y * scale;
            result.z = this.z * scale;
            result.w = this.w * scale;
        };
        Vector4.prototype.equals = function (otherVector) {
            return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
        };
        Vector4.prototype.equalsWithEpsilon = function (otherVector) {
            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;
        };
        Vector4.prototype.equalsToFloats = function (x, y, z, w) {
            return this.x === x && this.y === y && this.z === z && this.w === w;
        };
        Vector4.prototype.multiplyInPlace = function (otherVector) {
            this.x *= otherVector.x;
            this.y *= otherVector.y;
            this.z *= otherVector.z;
            this.w *= otherVector.w;
            return this;
        };
        Vector4.prototype.multiply = function (otherVector) {
            return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
        };
        Vector4.prototype.multiplyToRef = function (otherVector, result) {
            result.x = this.x * otherVector.x;
            result.y = this.y * otherVector.y;
            result.z = this.z * otherVector.z;
            result.w = this.w * otherVector.w;
            return this;
        };
        Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
            return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
        };
        Vector4.prototype.divide = function (otherVector) {
            return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
        };
        Vector4.prototype.divideToRef = function (otherVector, result) {
            result.x = this.x / otherVector.x;
            result.y = this.y / otherVector.y;
            result.z = this.z / otherVector.z;
            result.w = this.w / otherVector.w;
            return this;
        };
        Vector4.prototype.MinimizeInPlace = function (other) {
            if (other.x < this.x)
                this.x = other.x;
            if (other.y < this.y)
                this.y = other.y;
            if (other.z < this.z)
                this.z = other.z;
            if (other.w < this.w)
                this.w = other.w;
            return this;
        };
        Vector4.prototype.MaximizeInPlace = function (other) {
            if (other.x > this.x)
                this.x = other.x;
            if (other.y > this.y)
                this.y = other.y;
            if (other.z > this.z)
                this.z = other.z;
            if (other.w > this.w)
                this.w = other.w;
            return this;
        };
        // Properties
        Vector4.prototype.length = function () {
            return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
        };
        Vector4.prototype.lengthSquared = function () {
            return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
        };
        // Methods
        Vector4.prototype.normalize = function () {
            var len = this.length();
            if (len === 0)
                return this;
            var num = 1.0 / len;
            this.x *= num;
            this.y *= num;
            this.z *= num;
            this.w *= num;
            return this;
        };
        Vector4.prototype.clone = function () {
            return new Vector4(this.x, this.y, this.z, this.w);
        };
        Vector4.prototype.copyFrom = function (source) {
            this.x = source.x;
            this.y = source.y;
            this.z = source.z;
            this.w = source.w;
            return this;
        };
        Vector4.prototype.copyFromFloats = function (x, y, z, w) {
            this.x = x;
            this.y = y;
            this.z = z;
            this.w = w;
            return this;
        };
        // Statics
        Vector4.FromArray = function (array, offset) {
            if (!offset) {
                offset = 0;
            }
            return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
        };
        Vector4.FromArrayToRef = function (array, offset, result) {
            result.x = array[offset];
            result.y = array[offset + 1];
            result.z = array[offset + 2];
            result.w = array[offset + 3];
        };
        Vector4.FromFloatArrayToRef = function (array, offset, result) {
            result.x = array[offset];
            result.y = array[offset + 1];
            result.z = array[offset + 2];
            result.w = array[offset + 3];
        };
        Vector4.FromFloatsToRef = function (x, y, z, w, result) {
            result.x = x;
            result.y = y;
            result.z = z;
            result.w = w;
        };
        Vector4.Zero = function () {
            return new Vector4(0, 0, 0, 0);
        };
        Vector4.Normalize = function (vector) {
            var result = Vector4.Zero();
            Vector4.NormalizeToRef(vector, result);
            return result;
        };
        Vector4.NormalizeToRef = function (vector, result) {
            result.copyFrom(vector);
            result.normalize();
        };
        Vector4.Minimize = function (left, right) {
            var min = left.clone();
            min.MinimizeInPlace(right);
            return min;
        };
        Vector4.Maximize = function (left, right) {
            var max = left.clone();
            max.MaximizeInPlace(right);
            return max;
        };
        Vector4.Distance = function (value1, value2) {
            return Math.sqrt(Vector4.DistanceSquared(value1, value2));
        };
        Vector4.DistanceSquared = function (value1, value2) {
            var x = value1.x - value2.x;
            var y = value1.y - value2.y;
            var z = value1.z - value2.z;
            var w = value1.w - value2.w;
            return (x * x) + (y * y) + (z * z) + (w * w);
        };
        Vector4.Center = function (value1, value2) {
            var center = value1.add(value2);
            center.scaleInPlace(0.5);
            return center;
        };
        return Vector4;
    })();
    BABYLON.Vector4 = Vector4;
    var Quaternion = (function () {
        function Quaternion(x, y, z, w) {
            if (x === void 0) { x = 0; }
            if (y === void 0) { y = 0; }
            if (z === void 0) { z = 0; }
            if (w === void 0) { w = 1; }
            this.x = x;
            this.y = y;
            this.z = z;
            this.w = w;
        }
        Quaternion.prototype.toString = function () {
            return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
        };
        Quaternion.prototype.asArray = function () {
            return [this.x, this.y, this.z, this.w];
        };
        Quaternion.prototype.equals = function (otherQuaternion) {
            return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
        };
        Quaternion.prototype.clone = function () {
            return new Quaternion(this.x, this.y, this.z, this.w);
        };
        Quaternion.prototype.copyFrom = function (other) {
            this.x = other.x;
            this.y = other.y;
            this.z = other.z;
            this.w = other.w;
            return this;
        };
        Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
            this.x = x;
            this.y = y;
            this.z = z;
            this.w = w;
            return this;
        };
        Quaternion.prototype.add = function (other) {
            return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
        };
        Quaternion.prototype.subtract = function (other) {
            return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
        };
        Quaternion.prototype.scale = function (value) {
            return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
        };
        Quaternion.prototype.multiply = function (q1) {
            var result = new Quaternion(0, 0, 0, 1.0);
            this.multiplyToRef(q1, result);
            return result;
        };
        Quaternion.prototype.multiplyToRef = function (q1, result) {
            result.x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
            result.y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
            result.z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
            result.w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
            return this;
        };
        Quaternion.prototype.length = function () {
            return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
        };
        Quaternion.prototype.normalize = function () {
            var length = 1.0 / this.length();
            this.x *= length;
            this.y *= length;
            this.z *= length;
            this.w *= length;
            return this;
        };
        Quaternion.prototype.toEulerAngles = function () {
            var result = Vector3.Zero();
            this.toEulerAnglesToRef(result);
            return result;
        };
        Quaternion.prototype.toEulerAnglesToRef = function (result) {
            //result is an EulerAngles in the in the z-x-z convention
            var qx = this.x;
            var qy = this.y;
            var qz = this.z;
            var qw = this.w;
            var qxy = qx * qy;
            var qxz = qx * qz;
            var qwy = qw * qy;
            var qwz = qw * qz;
            var qwx = qw * qx;
            var qyz = qy * qz;
            var sqx = qx * qx;
            var sqy = qy * qy;
            var determinant = sqx + sqy;
            if (determinant !== 0.000 && determinant !== 1.000) {
                result.x = Math.atan2(qxz + qwy, qwx - qyz);
                result.y = Math.acos(1 - 2 * determinant);
                result.z = Math.atan2(qxz - qwy, qwx + qyz);
            }
            else {
                if (determinant === 0.0) {
                    result.x = 0.0;
                    result.y = 0.0;
                    result.z = Math.atan2(qxy - qwz, 0.5 - sqy - qz * qz); //actually, degeneracy gives us choice with x+z=Math.atan2(qxy-qwz,0.5-sqy-qz*qz)
                }
                else {
                    result.x = Math.atan2(qxy - qwz, 0.5 - sqy - qz * qz); //actually, degeneracy gives us choice with x-z=Math.atan2(qxy-qwz,0.5-sqy-qz*qz)
                    result.y = Math.PI;
                    result.z = 0.0;
                }
            }
            return this;
        };
        Quaternion.prototype.toRotationMatrix = function (result) {
            var xx = this.x * this.x;
            var yy = this.y * this.y;
            var zz = this.z * this.z;
            var xy = this.x * this.y;
            var zw = this.z * this.w;
            var zx = this.z * this.x;
            var yw = this.y * this.w;
            var yz = this.y * this.z;
            var xw = this.x * this.w;
            result.m[0] = 1.0 - (2.0 * (yy + zz));
            result.m[1] = 2.0 * (xy + zw);
            result.m[2] = 2.0 * (zx - yw);
            result.m[3] = 0;
            result.m[4] = 2.0 * (xy - zw);
            result.m[5] = 1.0 - (2.0 * (zz + xx));
            result.m[6] = 2.0 * (yz + xw);
            result.m[7] = 0;
            result.m[8] = 2.0 * (zx + yw);
            result.m[9] = 2.0 * (yz - xw);
            result.m[10] = 1.0 - (2.0 * (yy + xx));
            result.m[11] = 0;
            result.m[12] = 0;
            result.m[13] = 0;
            result.m[14] = 0;
            result.m[15] = 1.0;
            return this;
        };
        Quaternion.prototype.fromRotationMatrix = function (matrix) {
            Quaternion.FromRotationMatrixToRef(matrix, this);
            return this;
        };
        // Statics
        Quaternion.FromRotationMatrix = function (matrix) {
            var result = new Quaternion();
            Quaternion.FromRotationMatrixToRef(matrix, result);
            return result;
        };
        Quaternion.FromRotationMatrixToRef = function (matrix, result) {
            var data = matrix.m;
            var m11 = data[0], m12 = data[4], m13 = data[8];
            var m21 = data[1], m22 = data[5], m23 = data[9];
            var m31 = data[2], m32 = data[6], m33 = data[10];
            var trace = m11 + m22 + m33;
            var s;
            if (trace > 0) {
                s = 0.5 / Math.sqrt(trace + 1.0);
                result.w = 0.25 / s;
                result.x = (m32 - m23) * s;
                result.y = (m13 - m31) * s;
                result.z = (m21 - m12) * s;
            }
            else if (m11 > m22 && m11 > m33) {
                s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
                result.w = (m32 - m23) / s;
                result.x = 0.25 * s;
                result.y = (m12 + m21) / s;
                result.z = (m13 + m31) / s;
            }
            else if (m22 > m33) {
                s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
                result.w = (m13 - m31) / s;
                result.x = (m12 + m21) / s;
                result.y = 0.25 * s;
                result.z = (m23 + m32) / s;
            }
            else {
                s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
                result.w = (m21 - m12) / s;
                result.x = (m13 + m31) / s;
                result.y = (m23 + m32) / s;
                result.z = 0.25 * s;
            }
        };
        Quaternion.Inverse = function (q) {
            return new Quaternion(-q.x, -q.y, -q.z, q.w);
        };
        Quaternion.Identity = function () {
            return new Quaternion(0, 0, 0, 1);
        };
        Quaternion.RotationAxis = function (axis, angle) {
            var result = new Quaternion();
            var sin = Math.sin(angle / 2);
            result.w = Math.cos(angle / 2);
            result.x = axis.x * sin;
            result.y = axis.y * sin;
            result.z = axis.z * sin;
            return result;
        };
        Quaternion.FromArray = function (array, offset) {
            if (!offset) {
                offset = 0;
            }
            return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
        };
        Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
            var result = new Quaternion();
            Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, result);
            return result;
        };
        Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
            // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
            var halfRoll = roll * 0.5;
            var halfPitch = pitch * 0.5;
            var halfYaw = yaw * 0.5;
            var sinRoll = Math.sin(halfRoll);
            var cosRoll = Math.cos(halfRoll);
            var sinPitch = Math.sin(halfPitch);
            var cosPitch = Math.cos(halfPitch);
            var sinYaw = Math.sin(halfYaw);
            var cosYaw = Math.cos(halfYaw);
            result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
            result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
            result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
            result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
        };
        Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
            var result = new Quaternion();
            Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
            return result;
        };
        Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
            // Produces a quaternion from Euler angles in the z-x-z orientation
            var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
            var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
            var halfBeta = beta * 0.5;
            result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
            result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
            result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
            result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
        };
        Quaternion.Slerp = function (left, right, amount) {
            var num2;
            var num3;
            var num = amount;
            var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
            var flag = false;
            if (num4 < 0) {
                flag = true;
                num4 = -num4;
            }
            if (num4 > 0.999999) {
                num3 = 1 - num;
                num2 = flag ? -num : num;
            }
            else {
                var num5 = Math.acos(num4);
                var num6 = (1.0 / Math.sin(num5));
                num3 = (Math.sin((1.0 - num) * num5)) * num6;
                num2 = flag ? ((-Math.sin(num * num5)) * num6) : ((Math.sin(num * num5)) * num6);
            }
            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));
        };
        return Quaternion;
    })();
    BABYLON.Quaternion = Quaternion;
    var Matrix = (function () {
        function Matrix() {
            this.m = new Float32Array(16);
        }
        // Properties
        Matrix.prototype.isIdentity = function () {
            if (this.m[0] !== 1.0 || this.m[5] !== 1.0 || this.m[10] !== 1.0 || this.m[15] !== 1.0)
                return false;
            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)
                return false;
            return true;
        };
        Matrix.prototype.determinant = function () {
            var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
            var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
            var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
            var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
            var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
            var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
            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))));
        };
        // Methods
        Matrix.prototype.toArray = function () {
            return this.m;
        };
        Matrix.prototype.asArray = function () {
            return this.toArray();
        };
        Matrix.prototype.invert = function () {
            this.invertToRef(this);
            return this;
        };
        Matrix.prototype.invertToRef = function (other) {
            var l1 = this.m[0];
            var l2 = this.m[1];
            var l3 = this.m[2];
            var l4 = this.m[3];
            var l5 = this.m[4];
            var l6 = this.m[5];
            var l7 = this.m[6];
            var l8 = this.m[7];
            var l9 = this.m[8];
            var l10 = this.m[9];
            var l11 = this.m[10];
            var l12 = this.m[11];
            var l13 = this.m[12];
            var l14 = this.m[13];
            var l15 = this.m[14];
            var l16 = this.m[15];
            var l17 = (l11 * l16) - (l12 * l15);
            var l18 = (l10 * l16) - (l12 * l14);
            var l19 = (l10 * l15) - (l11 * l14);
            var l20 = (l9 * l16) - (l12 * l13);
            var l21 = (l9 * l15) - (l11 * l13);
            var l22 = (l9 * l14) - (l10 * l13);
            var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
            var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
            var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
            var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
            var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
            var l28 = (l7 * l16) - (l8 * l15);
            var l29 = (l6 * l16) - (l8 * l14);
            var l30 = (l6 * l15) - (l7 * l14);
            var l31 = (l5 * l16) - (l8 * l13);
            var l32 = (l5 * l15) - (l7 * l13);
            var l33 = (l5 * l14) - (l6 * l13);
            var l34 = (l7 * l12) - (l8 * l11);
            var l35 = (l6 * l12) - (l8 * l10);
            var l36 = (l6 * l11) - (l7 * l10);
            var l37 = (l5 * l12) - (l8 * l9);
            var l38 = (l5 * l11) - (l7 * l9);
            var l39 = (l5 * l10) - (l6 * l9);
            other.m[0] = l23 * l27;
            other.m[4] = l24 * l27;
            other.m[8] = l25 * l27;
            other.m[12] = l26 * l27;
            other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
            other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
            other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
            other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
            other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
            other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
            other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
            other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
            other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
            other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
            other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
            other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
            return this;
        };
        Matrix.prototype.invertToRefSIMD = function (other) {
            var src = this.m;
            var dest = other.m;
            var row0, row1, row2, row3;
            var tmp1;
            var minor0, minor1, minor2, minor3;
            var det;
            // Load the 4 rows
            var src0 = SIMD.float32x4.load(src, 0);
            var src1 = SIMD.float32x4.load(src, 4);
            var src2 = SIMD.float32x4.load(src, 8);
            var src3 = SIMD.float32x4.load(src, 12);
            // Transpose the source matrix.  Sort of.  Not a true transpose operation
            tmp1 = SIMD.float32x4.shuffle(src0, src1, 0, 1, 4, 5);
            row1 = SIMD.float32x4.shuffle(src2, src3, 0, 1, 4, 5);
            row0 = SIMD.float32x4.shuffle(tmp1, row1, 0, 2, 4, 6);
            row1 = SIMD.float32x4.shuffle(row1, tmp1, 1, 3, 5, 7);
            tmp1 = SIMD.float32x4.shuffle(src0, src1, 2, 3, 6, 7);
            row3 = SIMD.float32x4.shuffle(src2, src3, 2, 3, 6, 7);
            row2 = SIMD.float32x4.shuffle(tmp1, row3, 0, 2, 4, 6);
            row3 = SIMD.float32x4.shuffle(row3, tmp1, 1, 3, 5, 7);
            // This is a true transposition, but it will lead to an incorrect result
            //tmp1 = SIMD.float32x4.shuffle(src0, src1, 0, 1, 4, 5);
            //tmp2 = SIMD.float32x4.shuffle(src2, src3, 0, 1, 4, 5);
            //row0  = SIMD.float32x4.shuffle(tmp1, tmp2, 0, 2, 4, 6);
            //row1  = SIMD.float32x4.shuffle(tmp1, tmp2, 1, 3, 5, 7);
            //tmp1 = SIMD.float32x4.shuffle(src0, src1, 2, 3, 6, 7);
            //tmp2 = SIMD.float32x4.shuffle(src2, src3, 2, 3, 6, 7);
            //row2  = SIMD.float32x4.shuffle(tmp1, tmp2, 0, 2, 4, 6);
            //row3  = SIMD.float32x4.shuffle(tmp1, tmp2, 1, 3, 5, 7);
            // ----
            tmp1 = SIMD.float32x4.mul(row2, row3);
            tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
            minor0 = SIMD.float32x4.mul(row1, tmp1);
            minor1 = SIMD.float32x4.mul(row0, tmp1);
            tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
            minor0 = SIMD.float32x4.sub(SIMD.float32x4.mul(row1, tmp1), minor0);
            minor1 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor1);
            minor1 = SIMD.float32x4.swizzle(minor1, 2, 3, 0, 1); // 0x4E = 01001110
            // ----
            tmp1 = SIMD.float32x4.mul(row1, row2);
            tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
            minor0 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor0);
            minor3 = SIMD.float32x4.mul(row0, tmp1);
            tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
            minor0 = SIMD.float32x4.sub(minor0, SIMD.float32x4.mul(row3, tmp1));
            minor3 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor3);
            minor3 = SIMD.float32x4.swizzle(minor3, 2, 3, 0, 1); // 0x4E = 01001110
            // ----
            tmp1 = SIMD.float32x4.mul(SIMD.float32x4.swizzle(row1, 2, 3, 0, 1), row3); // 0x4E = 01001110
            tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
            row2 = SIMD.float32x4.swizzle(row2, 2, 3, 0, 1); // 0x4E = 01001110
            minor0 = SIMD.float32x4.add(SIMD.float32x4.mul(row2, tmp1), minor0);
            minor2 = SIMD.float32x4.mul(row0, tmp1);
            tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
            minor0 = SIMD.float32x4.sub(minor0, SIMD.float32x4.mul(row2, tmp1));
            minor2 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor2);
            minor2 = SIMD.float32x4.swizzle(minor2, 2, 3, 0, 1); // 0x4E = 01001110
            // ----
            tmp1 = SIMD.float32x4.mul(row0, row1);
            tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
            minor2 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor2);
            minor3 = SIMD.float32x4.sub(SIMD.float32x4.mul(row2, tmp1), minor3);
            tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
            minor2 = SIMD.float32x4.sub(SIMD.float32x4.mul(row3, tmp1), minor2);
            minor3 = SIMD.float32x4.sub(minor3, SIMD.float32x4.mul(row2, tmp1));
            // ----
            tmp1 = SIMD.float32x4.mul(row0, row3);
            tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
            minor1 = SIMD.float32x4.sub(minor1, SIMD.float32x4.mul(row2, tmp1));
            minor2 = SIMD.float32x4.add(SIMD.float32x4.mul(row1, tmp1), minor2);
            tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
            minor1 = SIMD.float32x4.add(SIMD.float32x4.mul(row2, tmp1), minor1);
            minor2 = SIMD.float32x4.sub(minor2, SIMD.float32x4.mul(row1, tmp1));
            // ----
            tmp1 = SIMD.float32x4.mul(row0, row2);
            tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
            minor1 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor1);
            minor3 = SIMD.float32x4.sub(minor3, SIMD.float32x4.mul(row1, tmp1));
            tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
            minor1 = SIMD.float32x4.sub(minor1, SIMD.float32x4.mul(row3, tmp1));
            minor3 = SIMD.float32x4.add(SIMD.float32x4.mul(row1, tmp1), minor3);
            // Compute determinant
            det = SIMD.float32x4.mul(row0, minor0);
            det = SIMD.float32x4.add(SIMD.float32x4.swizzle(det, 2, 3, 0, 1), det); // 0x4E = 01001110
            det = SIMD.float32x4.add(SIMD.float32x4.swizzle(det, 1, 0, 3, 2), det); // 0xB1 = 10110001
            tmp1 = SIMD.float32x4.reciprocal(det);
            det = SIMD.float32x4.sub(SIMD.float32x4.add(tmp1, tmp1), SIMD.float32x4.mul(det, SIMD.float32x4.mul(tmp1, tmp1)));
            det = SIMD.float32x4.swizzle(det, 0, 0, 0, 0);
            // These shuffles aren't necessary if the faulty transposition is done
            // up at the top of this function.
            //minor0 = SIMD.float32x4.swizzle(minor0, 2, 1, 0, 3);
            //minor1 = SIMD.float32x4.swizzle(minor1, 2, 1, 0, 3);
            //minor2 = SIMD.float32x4.swizzle(minor2, 2, 1, 0, 3);
            //minor3 = SIMD.float32x4.swizzle(minor3, 2, 1, 0, 3);
            // Compute final values by multiplying with 1/det
            minor0 = SIMD.float32x4.mul(det, minor0);
            minor1 = SIMD.float32x4.mul(det, minor1);
            minor2 = SIMD.float32x4.mul(det, minor2);
            minor3 = SIMD.float32x4.mul(det, minor3);
            SIMD.float32x4.store(dest, 0, minor0);
            SIMD.float32x4.store(dest, 4, minor1);
            SIMD.float32x4.store(dest, 8, minor2);
            SIMD.float32x4.store(dest, 12, minor3);
            return this;
        };
        Matrix.prototype.setTranslation = function (vector3) {
            this.m[12] = vector3.x;
            this.m[13] = vector3.y;
            this.m[14] = vector3.z;
            return this;
        };
        Matrix.prototype.multiply = function (other) {
            var result = new Matrix();
            this.multiplyToRef(other, result);
            return result;
        };
        Matrix.prototype.copyFrom = function (other) {
            for (var index = 0; index < 16; index++) {
                this.m[index] = other.m[index];
            }
            return this;
        };
        Matrix.prototype.copyToArray = function (array, offset) {
            if (offset === void 0) { offset = 0; }
            for (var index = 0; index < 16; index++) {
                array[offset + index] = this.m[index];
            }
            return this;
        };
        Matrix.prototype.multiplyToRef = function (other, result) {
            this.multiplyToArray(other, result.m, 0);
            return this;
        };
        Matrix.prototype.multiplyToArray = function (other, result, offset) {
            var tm0 = this.m[0];
            var tm1 = this.m[1];
            var tm2 = this.m[2];
            var tm3 = this.m[3];
            var tm4 = this.m[4];
            var tm5 = this.m[5];
            var tm6 = this.m[6];
            var tm7 = this.m[7];
            var tm8 = this.m[8];
            var tm9 = this.m[9];
            var tm10 = this.m[10];
            var tm11 = this.m[11];
            var tm12 = this.m[12];
            var tm13 = this.m[13];
            var tm14 = this.m[14];
            var tm15 = this.m[15];
            var om0 = other.m[0];
            var om1 = other.m[1];
            var om2 = other.m[2];
            var om3 = other.m[3];
            var om4 = other.m[4];
            var om5 = other.m[5];
            var om6 = other.m[6];
            var om7 = other.m[7];
            var om8 = other.m[8];
            var om9 = other.m[9];
            var om10 = other.m[10];
            var om11 = other.m[11];
            var om12 = other.m[12];
            var om13 = other.m[13];
            var om14 = other.m[14];
            var om15 = other.m[15];
            result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
            result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
            result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
            result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
            result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
            result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
            result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
            result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
            result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
            result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
            result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
            result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
            result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
            result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
            result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
            result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
            return this;
        };
        Matrix.prototype.multiplyToArraySIMD = function (other, result, offset) {
            if (offset === void 0) { offset = 0; }
            var tm = this.m;
            var om = other.m;
            var om0 = SIMD.float32x4.load(om, 0);
            var om1 = SIMD.float32x4.load(om, 4);
            var om2 = SIMD.float32x4.load(om, 8);
            var om3 = SIMD.float32x4.load(om, 12);
            var tm0 = SIMD.float32x4.load(tm, 0);
            SIMD.float32x4.store(result, offset + 0, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 3, 3, 3, 3), om3)))));
            var tm1 = SIMD.float32x4.load(tm, 4);
            SIMD.float32x4.store(result, offset + 4, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 3, 3, 3, 3), om3)))));
            var tm2 = SIMD.float32x4.load(tm, 8);
            SIMD.float32x4.store(result, offset + 8, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 3, 3, 3, 3), om3)))));
            var tm3 = SIMD.float32x4.load(tm, 12);
            SIMD.float32x4.store(result, offset + 12, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 3, 3, 3, 3), om3)))));
        };
        Matrix.prototype.equals = function (value) {
            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]);
        };
        Matrix.prototype.clone = function () {
            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]);
        };
        Matrix.prototype.decompose = function (scale, rotation, translation) {
            translation.x = this.m[12];
            translation.y = this.m[13];
            translation.z = this.m[14];
            var xs = BABYLON.Tools.Sign(this.m[0] * this.m[1] * this.m[2] * this.m[3]) < 0 ? -1 : 1;
            var ys = BABYLON.Tools.Sign(this.m[4] * this.m[5] * this.m[6] * this.m[7]) < 0 ? -1 : 1;
            var zs = BABYLON.Tools.Sign(this.m[8] * this.m[9] * this.m[10] * this.m[11]) < 0 ? -1 : 1;
            scale.x = xs * Math.sqrt(this.m[0] * this.m[0] + this.m[1] * this.m[1] + this.m[2] * this.m[2]);
            scale.y = ys * Math.sqrt(this.m[4] * this.m[4] + this.m[5] * this.m[5] + this.m[6] * this.m[6]);
            scale.z = zs * Math.sqrt(this.m[8] * this.m[8] + this.m[9] * this.m[9] + this.m[10] * this.m[10]);
            if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
                rotation.x = 0;
                rotation.y = 0;
                rotation.z = 0;
                rotation.w = 1;
                return false;
            }
            var rotationMatrix = Matrix.FromValues(this.m[0] / scale.x, this.m[1] / scale.x, this.m[2] / scale.x, 0, this.m[4] / scale.y, this.m[5] / scale.y, this.m[6] / scale.y, 0, this.m[8] / scale.z, this.m[9] / scale.z, this.m[10] / scale.z, 0, 0, 0, 0, 1);
            Quaternion.FromRotationMatrixToRef(rotationMatrix, rotation);
            return true;
        };
        // Statics
        Matrix.FromArray = function (array, offset) {
            var result = new Matrix();
            if (!offset) {
                offset = 0;
            }
            Matrix.FromArrayToRef(array, offset, result);
            return result;
        };
        Matrix.FromArrayToRef = function (array, offset, result) {
            for (var index = 0; index < 16; index++) {
                result.m[index] = array[index + offset];
            }
        };
        Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
            result.m[0] = initialM11;
            result.m[1] = initialM12;
            result.m[2] = initialM13;
            result.m[3] = initialM14;
            result.m[4] = initialM21;
            result.m[5] = initialM22;
            result.m[6] = initialM23;
            result.m[7] = initialM24;
            result.m[8] = initialM31;
            result.m[9] = initialM32;
            result.m[10] = initialM33;
            result.m[11] = initialM34;
            result.m[12] = initialM41;
            result.m[13] = initialM42;
            result.m[14] = initialM43;
            result.m[15] = initialM44;
        };
        Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
            var result = new Matrix();
            result.m[0] = initialM11;
            result.m[1] = initialM12;
            result.m[2] = initialM13;
            result.m[3] = initialM14;
            result.m[4] = initialM21;
            result.m[5] = initialM22;
            result.m[6] = initialM23;
            result.m[7] = initialM24;
            result.m[8] = initialM31;
            result.m[9] = initialM32;
            result.m[10] = initialM33;
            result.m[11] = initialM34;
            result.m[12] = initialM41;
            result.m[13] = initialM42;
            result.m[14] = initialM43;
            result.m[15] = initialM44;
            return result;
        };
        Matrix.Compose = function (scale, rotation, translation) {
            var result = Matrix.FromValues(scale.x, 0, 0, 0, 0, scale.y, 0, 0, 0, 0, scale.z, 0, 0, 0, 0, 1);
            var rotationMatrix = Matrix.Identity();
            rotation.toRotationMatrix(rotationMatrix);
            result = result.multiply(rotationMatrix);
            result.setTranslation(translation);
            return result;
        };
        Matrix.Identity = function () {
            return Matrix.FromValues(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0);
        };
        Matrix.IdentityToRef = function (result) {
            Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, result);
        };
        Matrix.Zero = function () {
            return Matrix.FromValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
        };
        Matrix.RotationX = function (angle) {
            var result = new Matrix();
            Matrix.RotationXToRef(angle, result);
            return result;
        };
        Matrix.Invert = function (source) {
            var result = new Matrix();
            source.invertToRef(result);
            return result;
        };
        Matrix.RotationXToRef = function (angle, result) {
            var s = Math.sin(angle);
            var c = Math.cos(angle);
            result.m[0] = 1.0;
            result.m[15] = 1.0;
            result.m[5] = c;
            result.m[10] = c;
            result.m[9] = -s;
            result.m[6] = s;
            result.m[1] = 0;
            result.m[2] = 0;
            result.m[3] = 0;
            result.m[4] = 0;
            result.m[7] = 0;
            result.m[8] = 0;
            result.m[11] = 0;
            result.m[12] = 0;
            result.m[13] = 0;
            result.m[14] = 0;
        };
        Matrix.RotationY = function (angle) {
            var result = new Matrix();
            Matrix.RotationYToRef(angle, result);
            return result;
        };
        Matrix.RotationYToRef = function (angle, result) {
            var s = Math.sin(angle);
            var c = Math.cos(angle);
            result.m[5] = 1.0;
            result.m[15] = 1.0;
            result.m[0] = c;
            result.m[2] = -s;
            result.m[8] = s;
            result.m[10] = c;
            result.m[1] = 0;
            result.m[3] = 0;
            result.m[4] = 0;
            result.m[6] = 0;
            result.m[7] = 0;
            result.m[9] = 0;
            result.m[11] = 0;
            result.m[12] = 0;
            result.m[13] = 0;
            result.m[14] = 0;
        };
        Matrix.RotationZ = function (angle) {
            var result = new Matrix();
            Matrix.RotationZToRef(angle, result);
            return result;
        };
        Matrix.RotationZToRef = function (angle, result) {
            var s = Math.sin(angle);
            var c = Math.cos(angle);
            result.m[10] = 1.0;
            result.m[15] = 1.0;
            result.m[0] = c;
            result.m[1] = s;
            result.m[4] = -s;
            result.m[5] = c;
            result.m[2] = 0;
            result.m[3] = 0;
            result.m[6] = 0;
            result.m[7] = 0;
            result.m[8] = 0;
            result.m[9] = 0;
            result.m[11] = 0;
            result.m[12] = 0;
            result.m[13] = 0;
            result.m[14] = 0;
        };
        Matrix.RotationAxis = function (axis, angle) {
            var s = Math.sin(-angle);
            var c = Math.cos(-angle);
            var c1 = 1 - c;
            axis.normalize();
            var result = Matrix.Zero();
            result.m[0] = (axis.x * axis.x) * c1 + c;
            result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
            result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
            result.m[3] = 0.0;
            result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
            result.m[5] = (axis.y * axis.y) * c1 + c;
            result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
            result.m[7] = 0.0;
            result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
            result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
            result.m[10] = (axis.z * axis.z) * c1 + c;
            result.m[11] = 0.0;
            result.m[15] = 1.0;
            return result;
        };
        Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
            var result = new Matrix();
            Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
            return result;
        };
        Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
            Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
            this._tempQuaternion.toRotationMatrix(result);
        };
        Matrix.Scaling = function (x, y, z) {
            var result = Matrix.Zero();
            Matrix.ScalingToRef(x, y, z, result);
            return result;
        };
        Matrix.ScalingToRef = function (x, y, z, result) {
            result.m[0] = x;
            result.m[1] = 0;
            result.m[2] = 0;
            result.m[3] = 0;
            result.m[4] = 0;
            result.m[5] = y;
            result.m[6] = 0;
            result.m[7] = 0;
            result.m[8] = 0;
            result.m[9] = 0;
            result.m[10] = z;
            result.m[11] = 0;
            result.m[12] = 0;
            result.m[13] = 0;
            result.m[14] = 0;
            result.m[15] = 1.0;
        };
        Matrix.Translation = function (x, y, z) {
            var result = Matrix.Identity();
            Matrix.TranslationToRef(x, y, z, result);
            return result;
        };
        Matrix.TranslationToRef = function (x, y, z, result) {
            Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, x, y, z, 1.0, result);
        };
        Matrix.LookAtLH = function (eye, target, up) {
            var result = Matrix.Zero();
            Matrix.LookAtLHToRef(eye, target, up, result);
            return result;
        };
        Matrix.LookAtLHToRef = function (eye, target, up, result) {
            // Z axis
            target.subtractToRef(eye, this._zAxis);
            this._zAxis.normalize();
            // X axis
            Vector3.CrossToRef(up, this._zAxis, this._xAxis);
            this._xAxis.normalize();
            // Y axis
            Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
            this._yAxis.normalize();
            // Eye angles
            var ex = -Vector3.Dot(this._xAxis, eye);
            var ey = -Vector3.Dot(this._yAxis, eye);
            var ez = -Vector3.Dot(this._zAxis, eye);
            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);
        };
        Matrix.LookAtLHToRefSIMD = function (eyeRef, targetRef, upRef, result) {
            var out = result.m;
            var center = SIMD.float32x4(targetRef.x, targetRef.y, targetRef.z, 0);
            var eye = SIMD.float32x4(eyeRef.x, eyeRef.y, eyeRef.z, 0);
            var up = SIMD.float32x4(upRef.x, upRef.y, upRef.z, 0);
            // cc.kmVec3Subtract(f, pCenter, pEye);
            var f = SIMD.float32x4.sub(center, eye);
            // cc.kmVec3Normalize(f, f);    
            var tmp = SIMD.float32x4.mul(f, f);
            tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
            f = SIMD.float32x4.mul(f, SIMD.float32x4.reciprocalSqrt(tmp));
            // cc.kmVec3Assign(up, pUp);
            // cc.kmVec3Normalize(up, up);
            tmp = SIMD.float32x4.mul(up, up);
            tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
            up = SIMD.float32x4.mul(up, SIMD.float32x4.reciprocalSqrt(tmp));
            // cc.kmVec3Cross(s, f, up);
            var s = SIMD.float32x4.sub(SIMD.float32x4.mul(SIMD.float32x4.swizzle(f, 1, 2, 0, 3), SIMD.float32x4.swizzle(up, 2, 0, 1, 3)), SIMD.float32x4.mul(SIMD.float32x4.swizzle(f, 2, 0, 1, 3), SIMD.float32x4.swizzle(up, 1, 2, 0, 3)));
            // cc.kmVec3Normalize(s, s);
            tmp = SIMD.float32x4.mul(s, s);
            tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
            s = SIMD.float32x4.mul(s, SIMD.float32x4.reciprocalSqrt(tmp));
            // cc.kmVec3Cross(u, s, f);
            var u = SIMD.float32x4.sub(SIMD.float32x4.mul(SIMD.float32x4.swizzle(s, 1, 2, 0, 3), SIMD.float32x4.swizzle(f, 2, 0, 1, 3)), SIMD.float32x4.mul(SIMD.float32x4.swizzle(s, 2, 0, 1, 3), SIMD.float32x4.swizzle(f, 1, 2, 0, 3)));
            // cc.kmVec3Normalize(s, s);
            tmp = SIMD.float32x4.mul(s, s);
            tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
            s = SIMD.float32x4.mul(s, SIMD.float32x4.reciprocalSqrt(tmp));
            //cc.kmMat4Identity(pOut);
            //pOut.mat[0] = s.x;
            //pOut.mat[4] = s.y;
            //pOut.mat[8] = s.z;
            //pOut.mat[1] = u.x;
            //pOut.mat[5] = u.y;
            //pOut.mat[9] = u.z;
            //pOut.mat[2] = -f.x;
            //pOut.mat[6] = -f.y;
            //pOut.mat[10] = -f.z;
            var zero = SIMD.float32x4.splat(0.0);
            s = SIMD.float32x4.neg(s);
            var tmp01 = SIMD.float32x4.shuffle(s, u, 0, 1, 4, 5);
            var tmp23 = SIMD.float32x4.shuffle(f, zero, 0, 1, 4, 5);
            var a0 = SIMD.float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6);
            var a1 = SIMD.float32x4.shuffle(tmp01, tmp23, 1, 3, 5, 7);
            tmp01 = SIMD.float32x4.shuffle(s, u, 2, 3, 6, 7);
            tmp23 = SIMD.float32x4.shuffle(f, zero, 2, 3, 6, 7);
            var a2 = SIMD.float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6);
            var a3 = SIMD.float32x4(0.0, 0.0, 0.0, 1.0);
            // cc.kmMat4Translation(translate, -pEye.x, -pEye.y, -pEye.z);
            var b0 = SIMD.float32x4(1.0, 0.0, 0.0, 0.0);
            var b1 = SIMD.float32x4(0.0, 1.0, 0.0, 0.0);
            var b2 = SIMD.float32x4(0.0, 0.0, 1.0, 0.0);
            var b3 = SIMD.float32x4.neg(eye);
            b3 = SIMD.float32x4.withW(b3, 1.0);
            // cc.kmMat4Multiply(pOut, pOut, translate);
            SIMD.float32x4.store(out, 0, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 3, 3, 3, 3), a3)))));
            SIMD.float32x4.store(out, 4, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 3, 3, 3, 3), a3)))));
            SIMD.float32x4.store(out, 8, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 3, 3, 3, 3), a3)))));
            SIMD.float32x4.store(out, 12, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 3, 3, 3, 3), a3)))));
        };
        Matrix.OrthoLH = function (width, height, znear, zfar) {
            var matrix = Matrix.Zero();
            Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
            return matrix;
        };
        Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
            var hw = 2.0 / width;
            var hh = 2.0 / height;
            var id = 1.0 / (zfar - znear);
            var nid = znear / (znear - zfar);
            Matrix.FromValuesToRef(hw, 0, 0, 0, 0, hh, 0, 0, 0, 0, id, 0, 0, 0, nid, 1, result);
        };
        Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
            var matrix = Matrix.Zero();
            Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
            return matrix;
        };
        Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
            result.m[0] = 2.0 / (right - left);
            result.m[1] = result.m[2] = result.m[3] = 0;
            result.m[5] = 2.0 / (top - bottom);
            result.m[4] = result.m[6] = result.m[7] = 0;
            result.m[10] = -1.0 / (znear - zfar);
            result.m[8] = result.m[9] = result.m[11] = 0;
            result.m[12] = (left + right) / (left - right);
            result.m[13] = (top + bottom) / (bottom - top);
            result.m[14] = znear / (znear - zfar);
            result.m[15] = 1.0;
        };
        Matrix.PerspectiveLH = function (width, height, znear, zfar) {
            var matrix = Matrix.Zero();
            matrix.m[0] = (2.0 * znear) / width;
            matrix.m[1] = matrix.m[2] = matrix.m[3] = 0.0;
            matrix.m[5] = (2.0 * znear) / height;
            matrix.m[4] = matrix.m[6] = matrix.m[7] = 0.0;
            matrix.m[10] = -zfar / (znear - zfar);
            matrix.m[8] = matrix.m[9] = 0.0;
            matrix.m[11] = 1.0;
            matrix.m[12] = matrix.m[13] = matrix.m[15] = 0.0;
            matrix.m[14] = (znear * zfar) / (znear - zfar);
            return matrix;
        };
        Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
            var matrix = Matrix.Zero();
            Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
            return matrix;
        };
        Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, fovMode) {
            if (fovMode === void 0) { fovMode = BABYLON.Camera.FOVMODE_VERTICAL_FIXED; }
            var tan = 1.0 / (Math.tan(fov * 0.5));
            var v_fixed = (fovMode === BABYLON.Camera.FOVMODE_VERTICAL_FIXED);
            if (v_fixed) {
                result.m[0] = tan / aspect;
            }
            else {
                result.m[0] = tan;
            }
            result.m[1] = result.m[2] = result.m[3] = 0.0;
            if (v_fixed) {
                result.m[5] = tan;
            }
            else {
                result.m[5] = tan * aspect;
            }
            result.m[4] = result.m[6] = result.m[7] = 0.0;
            result.m[8] = result.m[9] = 0.0;
            result.m[10] = -zfar / (znear - zfar);
            result.m[11] = 1.0;
            result.m[12] = result.m[13] = result.m[15] = 0.0;
            result.m[14] = (znear * zfar) / (znear - zfar);
        };
        Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
            var cw = viewport.width;
            var ch = viewport.height;
            var cx = viewport.x;
            var cy = viewport.y;
            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);
            return world.multiply(view).multiply(projection).multiply(viewportMatrix);
        };
        Matrix.Transpose = function (matrix) {
            var result = new Matrix();
            result.m[0] = matrix.m[0];
            result.m[1] = matrix.m[4];
            result.m[2] = matrix.m[8];
            result.m[3] = matrix.m[12];
            result.m[4] = matrix.m[1];
            result.m[5] = matrix.m[5];
            result.m[6] = matrix.m[9];
            result.m[7] = matrix.m[13];
            result.m[8] = matrix.m[2];
            result.m[9] = matrix.m[6];
            result.m[10] = matrix.m[10];
            result.m[11] = matrix.m[14];
            result.m[12] = matrix.m[3];
            result.m[13] = matrix.m[7];
            result.m[14] = matrix.m[11];
            result.m[15] = matrix.m[15];
            return result;
        };
        Matrix.Reflection = function (plane) {
            var matrix = new Matrix();
            Matrix.ReflectionToRef(plane, matrix);
            return matrix;
        };
        Matrix.ReflectionToRef = function (plane, result) {
            plane.normalize();
            var x = plane.normal.x;
            var y = plane.normal.y;
            var z = plane.normal.z;
            var temp = -2 * x;
            var temp2 = -2 * y;
            var temp3 = -2 * z;
            result.m[0] = (temp * x) + 1;
            result.m[1] = temp2 * x;
            result.m[2] = temp3 * x;
            result.m[3] = 0.0;
            result.m[4] = temp * y;
            result.m[5] = (temp2 * y) + 1;
            result.m[6] = temp3 * y;
            result.m[7] = 0.0;
            result.m[8] = temp * z;
            result.m[9] = temp2 * z;
            result.m[10] = (temp3 * z) + 1;
            result.m[11] = 0.0;
            result.m[12] = temp * plane.d;
            result.m[13] = temp2 * plane.d;
            result.m[14] = temp3 * plane.d;
            result.m[15] = 1.0;
        };
        Matrix._tempQuaternion = new Quaternion();
        Matrix._xAxis = Vector3.Zero();
        Matrix._yAxis = Vector3.Zero();
        Matrix._zAxis = Vector3.Zero();
        return Matrix;
    })();
    BABYLON.Matrix = Matrix;
    var Plane = (function () {
        function Plane(a, b, c, d) {
            this.normal = new Vector3(a, b, c);
            this.d = d;
        }
        Plane.prototype.asArray = function () {
            return [this.normal.x, this.normal.y, this.normal.z, this.d];
        };
        // Methods
        Plane.prototype.clone = function () {
            return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
        };
        Plane.prototype.normalize = function () {
            var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
            var magnitude = 0;
            if (norm !== 0) {
                magnitude = 1.0 / norm;
            }
            this.normal.x *= magnitude;
            this.normal.y *= magnitude;
            this.normal.z *= magnitude;
            this.d *= magnitude;
            return this;
        };
        Plane.prototype.transform = function (transformation) {
            var transposedMatrix = Matrix.Transpose(transformation);
            var x = this.normal.x;
            var y = this.normal.y;
            var z = this.normal.z;
            var d = this.d;
            var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
            var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
            var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
            var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
            return new Plane(normalX, normalY, normalZ, finalD);
        };
        Plane.prototype.dotCoordinate = function (point) {
            return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
        };
        Plane.prototype.copyFromPoints = function (point1, point2, point3) {
            var x1 = point2.x - point1.x;
            var y1 = point2.y - point1.y;
            var z1 = point2.z - point1.z;
            var x2 = point3.x - point1.x;
            var y2 = point3.y - point1.y;
            var z2 = point3.z - point1.z;
            var yz = (y1 * z2) - (z1 * y2);
            var xz = (z1 * x2) - (x1 * z2);
            var xy = (x1 * y2) - (y1 * x2);
            var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
            var invPyth;
            if (pyth !== 0) {
                invPyth = 1.0 / pyth;
            }
            else {
                invPyth = 0;
            }
            this.normal.x = yz * invPyth;
            this.normal.y = xz * invPyth;
            this.normal.z = xy * invPyth;
            this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
            return this;
        };
        Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
            var dot = Vector3.Dot(this.normal, direction);
            return (dot <= epsilon);
        };
        Plane.prototype.signedDistanceTo = function (point) {
            return Vector3.Dot(point, this.normal) + this.d;
        };
        // Statics
        Plane.FromArray = function (array) {
            return new Plane(array[0], array[1], array[2], array[3]);
        };
        Plane.FromPoints = function (point1, point2, point3) {
            var result = new Plane(0, 0, 0, 0);
            result.copyFromPoints(point1, point2, point3);
            return result;
        };
        Plane.FromPositionAndNormal = function (origin, normal) {
            var result = new Plane(0, 0, 0, 0);
            normal.normalize();
            result.normal = normal;
            result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
            return result;
        };
        Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
            var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
            return Vector3.Dot(point, normal) + d;
        };
        return Plane;
    })();
    BABYLON.Plane = Plane;
    var Viewport = (function () {
        function Viewport(x, y, width, height) {
            this.x = x;
            this.y = y;
            this.width = width;
            this.height = height;
        }
        Viewport.prototype.toGlobal = function (engine) {
            var width = engine.getRenderWidth();
            var height = engine.getRenderHeight();
            return new Viewport(this.x * width, this.y * height, this.width * width, this.height * height);
        };
        return Viewport;
    })();
    BABYLON.Viewport = Viewport;
    var Frustum = (function () {
        function Frustum() {
        }
        Frustum.GetPlanes = function (transform) {
            var frustumPlanes = [];
            for (var index = 0; index < 6; index++) {
                frustumPlanes.push(new Plane(0, 0, 0, 0));
            }
            Frustum.GetPlanesToRef(transform, frustumPlanes);
            return frustumPlanes;
        };
        Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
            // Near
            frustumPlanes[0].normal.x = transform.m[3] + transform.m[2];
            frustumPlanes[0].normal.y = transform.m[7] + transform.m[6];
            frustumPlanes[0].normal.z = transform.m[10] + transform.m[10];
            frustumPlanes[0].d = transform.m[15] + transform.m[14];
            frustumPlanes[0].normalize();
            // Far
            frustumPlanes[1].normal.x = transform.m[3] - transform.m[2];
            frustumPlanes[1].normal.y = transform.m[7] - transform.m[6];
            frustumPlanes[1].normal.z = transform.m[11] - transform.m[10];
            frustumPlanes[1].d = transform.m[15] - transform.m[14];
            frustumPlanes[1].normalize();
            // Left
            frustumPlanes[2].normal.x = transform.m[3] + transform.m[0];
            frustumPlanes[2].normal.y = transform.m[7] + transform.m[4];
            frustumPlanes[2].normal.z = transform.m[11] + transform.m[8];
            frustumPlanes[2].d = transform.m[15] + transform.m[12];
            frustumPlanes[2].normalize();
            // Right
            frustumPlanes[3].normal.x = transform.m[3] - transform.m[0];
            frustumPlanes[3].normal.y = transform.m[7] - transform.m[4];
            frustumPlanes[3].normal.z = transform.m[11] - transform.m[8];
            frustumPlanes[3].d = transform.m[15] - transform.m[12];
            frustumPlanes[3].normalize();
            // Top
            frustumPlanes[4].normal.x = transform.m[3] - transform.m[1];
            frustumPlanes[4].normal.y = transform.m[7] - transform.m[5];
            frustumPlanes[4].normal.z = transform.m[11] - transform.m[9];
            frustumPlanes[4].d = transform.m[15] - transform.m[13];
            frustumPlanes[4].normalize();
            // Bottom
            frustumPlanes[5].normal.x = transform.m[3] + transform.m[1];
            frustumPlanes[5].normal.y = transform.m[7] + transform.m[5];
            frustumPlanes[5].normal.z = transform.m[11] + transform.m[9];
            frustumPlanes[5].d = transform.m[15] + transform.m[13];
            frustumPlanes[5].normalize();
        };
        return Frustum;
    })();
    BABYLON.Frustum = Frustum;
    var Ray = (function () {
        function Ray(origin, direction, length) {
            if (length === void 0) { length = Number.MAX_VALUE; }
            this.origin = origin;
            this.direction = direction;
            this.length = length;
        }
        // Methods
        Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) {
            var d = 0.0;
            var maxValue = Number.MAX_VALUE;
            if (Math.abs(this.direction.x) < 0.0000001) {
                if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
                    return false;
                }
            }
            else {
                var inv = 1.0 / this.direction.x;
                var min = (minimum.x - this.origin.x) * inv;
                var max = (maximum.x - this.origin.x) * inv;
                if (max === -Infinity) {
                    max = Infinity;
                }
                if (min > max) {
                    var temp = min;
                    min = max;
                    max = temp;
                }
                d = Math.max(min, d);
                maxValue = Math.min(max, maxValue);
                if (d > maxValue) {
                    return false;
                }
            }
            if (Math.abs(this.direction.y) < 0.0000001) {
                if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
                    return false;
                }
            }
            else {
                inv = 1.0 / this.direction.y;
                min = (minimum.y - this.origin.y) * inv;
                max = (maximum.y - this.origin.y) * inv;
                if (max === -Infinity) {
                    max = Infinity;
                }
                if (min > max) {
                    temp = min;
                    min = max;
                    max = temp;
                }
                d = Math.max(min, d);
                maxValue = Math.min(max, maxValue);
                if (d > maxValue) {
                    return false;
                }
            }
            if (Math.abs(this.direction.z) < 0.0000001) {
                if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
                    return false;
                }
            }
            else {
                inv = 1.0 / this.direction.z;
                min = (minimum.z - this.origin.z) * inv;
                max = (maximum.z - this.origin.z) * inv;
                if (max === -Infinity) {
                    max = Infinity;
                }
                if (min > max) {
                    temp = min;
                    min = max;
                    max = temp;
                }
                d = Math.max(min, d);
                maxValue = Math.min(max, maxValue);
                if (d > maxValue) {
                    return false;
                }
            }
            return true;
        };
        Ray.prototype.intersectsBox = function (box) {
            return this.intersectsBoxMinMax(box.minimum, box.maximum);
        };
        Ray.prototype.intersectsSphere = function (sphere) {
            var x = sphere.center.x - this.origin.x;
            var y = sphere.center.y - this.origin.y;
            var z = sphere.center.z - this.origin.z;
            var pyth = (x * x) + (y * y) + (z * z);
            var rr = sphere.radius * sphere.radius;
            if (pyth <= rr) {
                return true;
            }
            var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
            if (dot < 0.0) {
                return false;
            }
            var temp = pyth - (dot * dot);
            return temp <= rr;
        };
        Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
            if (!this._edge1) {
                this._edge1 = Vector3.Zero();
                this._edge2 = Vector3.Zero();
                this._pvec = Vector3.Zero();
                this._tvec = Vector3.Zero();
                this._qvec = Vector3.Zero();
            }
            vertex1.subtractToRef(vertex0, this._edge1);
            vertex2.subtractToRef(vertex0, this._edge2);
            Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
            var det = Vector3.Dot(this._edge1, this._pvec);
            if (det === 0) {
                return null;
            }
            var invdet = 1 / det;
            this.origin.subtractToRef(vertex0, this._tvec);
            var bu = Vector3.Dot(this._tvec, this._pvec) * invdet;
            if (bu < 0 || bu > 1.0) {
                return null;
            }
            Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
            var bv = Vector3.Dot(this.direction, this._qvec) * invdet;
            if (bv < 0 || bu + bv > 1.0) {
                return null;
            }
            //check if the distance is longer than the predefined length.
            var distance = Vector3.Dot(this._edge2, this._qvec) * invdet;
            if (distance > this.length) {
                return null;
            }
            return new BABYLON.IntersectionInfo(bu, bv, distance);
        };
        // Statics
        Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
            var start = Vector3.Unproject(new Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection);
            var end = Vector3.Unproject(new Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection);
            var direction = end.subtract(start);
            direction.normalize();
            return new Ray(start, direction);
        };
        /**
        * 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
        * transformed to the given world matrix.
        * @param origin The origin point
        * @param end The end point
        * @param world a matrix to transform the ray to. Default is the identity matrix.
        */
        Ray.CreateNewFromTo = function (origin, end, world) {
            if (world === void 0) { world = Matrix.Identity(); }
            var direction = end.subtract(origin);
            var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
            direction.normalize();
            return Ray.Transform(new Ray(origin, direction, length), world);
        };
        Ray.Transform = function (ray, matrix) {
            var newOrigin = Vector3.TransformCoordinates(ray.origin, matrix);
            var newDirection = Vector3.TransformNormal(ray.direction, matrix);
            return new Ray(newOrigin, newDirection, ray.length);
        };
        return Ray;
    })();
    BABYLON.Ray = Ray;
    (function (Space) {
        Space[Space["LOCAL"] = 0] = "LOCAL";
        Space[Space["WORLD"] = 1] = "WORLD";
    })(BABYLON.Space || (BABYLON.Space = {}));
    var Space = BABYLON.Space;
    var Axis = (function () {
        function Axis() {
        }
        Axis.X = new Vector3(1, 0, 0);
        Axis.Y = new Vector3(0, 1, 0);
        Axis.Z = new Vector3(0, 0, 1);
        return Axis;
    })();
    BABYLON.Axis = Axis;
    ;
    var BezierCurve = (function () {
        function BezierCurve() {
        }
        BezierCurve.interpolate = function (t, x1, y1, x2, y2) {
            // Extract X (which is equal to time here)
            var f0 = 1 - 3 * x2 + 3 * x1;
            var f1 = 3 * x2 - 6 * x1;
            var f2 = 3 * x1;
            var refinedT = t;
            for (var i = 0; i < 5; i++) {
                var refinedT2 = refinedT * refinedT;
                var refinedT3 = refinedT2 * refinedT;
                var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
                var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
                refinedT -= (x - t) * slope;
                refinedT = Math.min(1, Math.max(0, refinedT));
            }
            // Resolve cubic bezier for the given x
            return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 + 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 + Math.pow(refinedT, 3);
        };
        return BezierCurve;
    })();
    BABYLON.BezierCurve = BezierCurve;
    (function (Orientation) {
        Orientation[Orientation["CW"] = 0] = "CW";
        Orientation[Orientation["CCW"] = 1] = "CCW";
    })(BABYLON.Orientation || (BABYLON.Orientation = {}));
    var Orientation = BABYLON.Orientation;
    var Angle = (function () {
        function Angle(radians) {
            var _this = this;
            this.degrees = function () { return _this._radians * 180 / Math.PI; };
            this.radians = function () { return _this._radians; };
            this._radians = radians;
            if (this._radians < 0)
                this._radians += (2 * Math.PI);
        }
        Angle.BetweenTwoPoints = function (a, b) {
            var delta = b.subtract(a);
            var theta = Math.atan2(delta.y, delta.x);
            return new Angle(theta);
        };
        Angle.FromRadians = function (radians) {
            return new Angle(radians);
        };
        Angle.FromDegrees = function (degrees) {
            return new Angle(degrees * Math.PI / 180);
        };
        return Angle;
    })();
    BABYLON.Angle = Angle;
    var Arc2 = (function () {
        function Arc2(startPoint, midPoint, endPoint) {
            this.startPoint = startPoint;
            this.midPoint = midPoint;
            this.endPoint = endPoint;
            var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
            var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
            var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
            var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
            this.centerPoint = new Vector2((startToMid * (midPoint.y - endPoint.y) - midToEnd * (startPoint.y - midPoint.y)) / det, ((startPoint.x - midPoint.x) * midToEnd - (midPoint.x - endPoint.x) * startToMid) / det);
            this.radius = this.centerPoint.subtract(this.startPoint).length();
            this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
            var a1 = this.startAngle.degrees();
            var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
            var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
            // angles correction
            if (a2 - a1 > +180.0)
                a2 -= 360.0;
            if (a2 - a1 < -180.0)
                a2 += 360.0;
            if (a3 - a2 > +180.0)
                a3 -= 360.0;
            if (a3 - a2 < -180.0)
                a3 += 360.0;
            this.orientation = (a2 - a1) < 0 ? 0 /* CW */ : 1 /* CCW */;
            this.angle = Angle.FromDegrees(this.orientation === 0 /* CW */ ? a1 - a3 : a3 - a1);
        }
        return Arc2;
    })();
    BABYLON.Arc2 = Arc2;
    var PathCursor = (function () {
        function PathCursor(path) {
            this.path = path;
            this._onchange = new Array();
            this.value = 0;
            this.animations = new Array();
        }
        PathCursor.prototype.getPoint = function () {
            var point = this.path.getPointAtLengthPosition(this.value);
            return new Vector3(point.x, 0, point.y);
        };
        PathCursor.prototype.moveAhead = function (step) {
            if (step === void 0) { step = 0.002; }
            this.move(step);
            return this;
        };
        PathCursor.prototype.moveBack = function (step) {
            if (step === void 0) { step = 0.002; }
            this.move(-step);
            return this;
        };
        PathCursor.prototype.move = function (step) {
            if (Math.abs(step) > 1) {
                throw "step size should be less than 1.";
            }
            this.value += step;
            this.ensureLimits();
            this.raiseOnChange();
            return this;
        };
        PathCursor.prototype.ensureLimits = function () {
            while (this.value > 1) {
                this.value -= 1;
            }
            while (this.value < 0) {
                this.value += 1;
            }
            return this;
        };
        // used by animation engine
        PathCursor.prototype.markAsDirty = function (propertyName) {
            this.ensureLimits();
            this.raiseOnChange();
            return this;
        };
        PathCursor.prototype.raiseOnChange = function () {
            var _this = this;
            this._onchange.forEach(function (f) { return f(_this); });
            return this;
        };
        PathCursor.prototype.onchange = function (f) {
            this._onchange.push(f);
            return this;
        };
        return PathCursor;
    })();
    BABYLON.PathCursor = PathCursor;
    var Path2 = (function () {
        function Path2(x, y) {
            this._points = new Array();
            this._length = 0;
            this.closed = false;
            this._points.push(new Vector2(x, y));
        }
        Path2.prototype.addLineTo = function (x, y) {
            if (closed) {
                BABYLON.Tools.Error("cannot add lines to closed paths");
                return this;
            }
            var newPoint = new Vector2(x, y);
            var previousPoint = this._points[this._points.length - 1];
            this._points.push(newPoint);
            this._length += newPoint.subtract(previousPoint).length();
            return this;
        };
        Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
            if (numberOfSegments === void 0) { numberOfSegments = 36; }
            if (closed) {
                BABYLON.Tools.Error("cannot add arcs to closed paths");
                return this;
            }
            var startPoint = this._points[this._points.length - 1];
            var midPoint = new Vector2(midX, midY);
            var endPoint = new Vector2(endX, endY);
            var arc = new Arc2(startPoint, midPoint, endPoint);
            var increment = arc.angle.radians() / numberOfSegments;
            if (arc.orientation === 0 /* CW */)
                increment *= -1;
            var currentAngle = arc.startAngle.radians() + increment;
            for (var i = 0; i < numberOfSegments; i++) {
                var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
                var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
                this.addLineTo(x, y);
                currentAngle += increment;
            }
            return this;
        };
        Path2.prototype.close = function () {
            this.closed = true;
            return this;
        };
        Path2.prototype.length = function () {
            var result = this._length;
            if (!this.closed) {
                var lastPoint = this._points[this._points.length - 1];
                var firstPoint = this._points[0];
                result += (firstPoint.subtract(lastPoint).length());
            }
            return result;
        };
        Path2.prototype.getPoints = function () {
            return this._points;
        };
        Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
            if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
                BABYLON.Tools.Error("normalized length position should be between 0 and 1.");
                return Vector2.Zero();
            }
            var lengthPosition = normalizedLengthPosition * this.length();
            var previousOffset = 0;
            for (var i = 0; i < this._points.length; i++) {
                var j = (i + 1) % this._points.length;
                var a = this._points[i];
                var b = this._points[j];
                var bToA = b.subtract(a);
                var nextOffset = (bToA.length() + previousOffset);
                if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
                    var dir = bToA.normalize();
                    var localOffset = lengthPosition - previousOffset;
                    return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
                }
                previousOffset = nextOffset;
            }
            BABYLON.Tools.Error("internal error");
            return Vector2.Zero();
        };
        Path2.StartingAt = function (x, y) {
            return new Path2(x, y);
        };
        return Path2;
    })();
    BABYLON.Path2 = Path2;
    var Path3D = (function () {
        function Path3D(path) {
            this.path = path;
            this._curve = new Array();
            this._distances = new Array();
            this._tangents = new Array();
            this._normals = new Array();
            this._binormals = new Array();
            this._curve = path.slice(); // copy array  
            this._compute();
        }
        Path3D.prototype.getCurve = function () {
            return this._curve;
        };
        Path3D.prototype.getTangents = function () {
            return this._tangents;
        };
        Path3D.prototype.getNormals = function () {
            return this._normals;
        };
        Path3D.prototype.getBinormals = function () {
            return this._binormals;
        };
        Path3D.prototype.getDistances = function () {
            return this._distances;
        };
        Path3D.prototype.update = function (path) {
            for (var i = 0; i < path.length; i++) {
                this._curve[i] = path[i];
            }
            this._compute();
            return this;
        };
        // private function compute() : computes tangents, normals and binormals
        Path3D.prototype._compute = function () {
            var l = this._curve.length;
            // first and last tangents
            this._tangents[0] = this._curve[1].subtract(this._curve[0]);
            this._tangents[0].normalize();
            this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
            this._tangents[l - 1].normalize();
            // normals and binormals at first point : arbitrary vector with _normalVector()
            var tg0 = this._tangents[0];
            var pp0 = this._normalVector(this._curve[0], tg0);
            this._normals[0] = pp0;
            this._normals[0].normalize();
            this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
            this._normals[0].normalize();
            this._distances[0] = 0;
            // normals and binormals : next points
            var prev; // previous vector (segment)
            var cur; // current vector (segment)
            var curTang; // current tangent
            var prevNorm; // previous normal
            var prevBinor; // previous binormal
            for (var i = 1; i < l; i++) {
                // tangents
                prev = this._curve[i].subtract(this._curve[i - 1]);
                if (i < l - 1) {
                    cur = this._curve[i + 1].subtract(this._curve[i]);
                    this._tangents[i] = prev.add(cur);
                    this._tangents[i].normalize();
                }
                this._distances[i] = this._distances[i - 1] + prev.length();
                // normals and binormals
                // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
                curTang = this._tangents[i];
                prevNorm = this._normals[i - 1];
                prevBinor = this._binormals[i - 1];
                this._normals[i] = Vector3.Cross(prevBinor, curTang);
                this._normals[i].normalize();
                this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
                this._binormals[i].normalize();
            }
        };
        // private function normalVector(v0, vt) :
        // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
        Path3D.prototype._normalVector = function (v0, vt) {
            var point;
            if (vt.x !== 1) {
                point = new Vector3(1, 0, 0);
            }
            else if (vt.y !== 1) {
                point = new Vector3(0, 1, 0);
            }
            else if (vt.z !== 1) {
                point = new Vector3(0, 0, 1);
            }
            var normal0 = Vector3.Cross(vt, point);
            normal0.normalize();
            return normal0;
        };
        return Path3D;
    })();
    BABYLON.Path3D = Path3D;
    var Curve3 = (function () {
        function Curve3(points) {
            this._points = points;
        }
        // QuadraticBezier(origin_V3, control_V3, destination_V3 )
        Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
            nbPoints = nbPoints > 2 ? nbPoints : 3;
            var bez = new Array();
            var step = 1 / nbPoints;
            var equation = function (t, val0, val1, val2) {
                var res = (1 - t) * (1 - t) * val0 + 2 * t * (1 - t) * val1 + t * t * val2;
                return res;
            };
            for (var i = 0; i <= 1; i += step) {
                bez.push(new Vector3(equation(i, v0.x, v1.x, v2.x), equation(i, v0.y, v1.y, v2.y), equation(i, v0.z, v1.z, v2.z)));
            }
            return new Curve3(bez);
        };
        // CubicBezier(origin_V3, control1_V3, control2_V3, destination_V3)
        Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
            nbPoints = nbPoints > 3 ? nbPoints : 4;
            var bez = new Array();
            var step = 1 / nbPoints;
            var equation = function (t, val0, val1, val2, val3) {
                var res = (1 - t) * (1 - t) * (1 - t) * val0 + 3 * t * (1 - t) * (1 - t) * val1 + 3 * t * t * (1 - t) * val2 + t * t * t * val3;
                return res;
            };
            for (var i = 0; i <= 1; i += step) {
                bez.push(new Vector3(equation(i, v0.x, v1.x, v2.x, v3.x), equation(i, v0.y, v1.y, v2.y, v3.y), equation(i, v0.z, v1.z, v2.z, v3.z)));
            }
            return new Curve3(bez);
        };
        Curve3.prototype.getPoints = function () {
            return this._points;
        };
        Curve3.prototype.continue = function (curve) {
            var lastPoint = this._points[this._points.length - 1];
            var continuedPoints = this._points.slice();
            var curvePoints = curve.getPoints();
            for (var i = 1; i < curvePoints.length; i++) {
                continuedPoints.push(curvePoints[i].add(lastPoint));
            }
            return new Curve3(continuedPoints);
        };
        return Curve3;
    })();
    BABYLON.Curve3 = Curve3;
    // Vertex formats
    var PositionNormalVertex = (function () {
        function PositionNormalVertex(position, normal) {
            if (position === void 0) { position = Vector3.Zero(); }
            if (normal === void 0) { normal = Vector3.Up(); }
            this.position = position;
            this.normal = normal;
        }
        PositionNormalVertex.prototype.clone = function () {
            return new PositionNormalVertex(this.position.clone(), this.normal.clone());
        };
        return PositionNormalVertex;
    })();
    BABYLON.PositionNormalVertex = PositionNormalVertex;
    var PositionNormalTextureVertex = (function () {
        function PositionNormalTextureVertex(position, normal, uv) {
            if (position === void 0) { position = Vector3.Zero(); }
            if (normal === void 0) { normal = Vector3.Up(); }
            if (uv === void 0) { uv = Vector2.Zero(); }
            this.position = position;
            this.normal = normal;
            this.uv = uv;
        }
        PositionNormalTextureVertex.prototype.clone = function () {
            return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
        };
        return PositionNormalTextureVertex;
    })();
    BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
    // SIMD
    if (window.SIMD !== undefined) {
        // Replace functions
        Matrix.prototype.multiplyToArray = Matrix.prototype.multiplyToArraySIMD;
        Matrix.prototype.invertToRef = Matrix.prototype.invertToRefSIMD;
        Matrix.LookAtLHToRef = Matrix.LookAtLHToRefSIMD;
        Vector3.TransformCoordinatesToRef = Vector3.TransformCoordinatesToRefSIMD;
        Vector3.TransformCoordinatesFromFloatsToRef = Vector3.TransformCoordinatesFromFloatsToRefSIMD;
        Object.defineProperty(BABYLON.Vector3.prototype, "x", {
            get: function () {
                return this._data[0];
            },
            set: function (value) {
                if (!this._data) {
                    this._data = new Float32Array(3);
                }
                this._data[0] = value;
            }
        });
        Object.defineProperty(BABYLON.Vector3.prototype, "y", {
            get: function () {
                return this._data[1];
            },
            set: function (value) {
                this._data[1] = value;
            }
        });
        Object.defineProperty(BABYLON.Vector3.prototype, "z", {
            get: function () {
                return this._data[2];
            },
            set: function (value) {
                this._data[2] = value;
            }
        });
    }
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.math.js.mapvar BABYLON;
(function (BABYLON) {
    // Screenshots
    var screenshotCanvas;
    var cloneValue = function (source, destinationObject) {
        if (!source)
            return null;
        if (source instanceof BABYLON.Mesh) {
            return null;
        }
        if (source instanceof BABYLON.SubMesh) {
            return source.clone(destinationObject);
        }
        else if (source.clone) {
            return source.clone();
        }
        return null;
    };
    var Tools = (function () {
        function Tools() {
        }
        Tools.GetFilename = function (path) {
            var index = path.lastIndexOf("/");
            if (index < 0)
                return path;
            return path.substring(index + 1);
        };
        Tools.GetDOMTextContent = function (element) {
            var result = "";
            var child = element.firstChild;
            while (child) {
                if (child.nodeType === 3) {
                    result += child.textContent;
                }
                child = child.nextSibling;
            }
            return result;
        };
        Tools.ToDegrees = function (angle) {
            return angle * 180 / Math.PI;
        };
        Tools.ToRadians = function (angle) {
            return angle * Math.PI / 180;
        };
        Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount) {
            var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
            var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
            for (var index = indexStart; index < indexStart + indexCount; index++) {
                var current = new BABYLON.Vector3(positions[indices[index] * 3], positions[indices[index] * 3 + 1], positions[indices[index] * 3 + 2]);
                minimum = BABYLON.Vector3.Minimize(current, minimum);
                maximum = BABYLON.Vector3.Maximize(current, maximum);
            }
            return {
                minimum: minimum,
                maximum: maximum
            };
        };
        Tools.ExtractMinAndMax = function (positions, start, count) {
            var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
            var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
            for (var index = start; index < start + count; index++) {
                var current = new BABYLON.Vector3(positions[index * 3], positions[index * 3 + 1], positions[index * 3 + 2]);
                minimum = BABYLON.Vector3.Minimize(current, minimum);
                maximum = BABYLON.Vector3.Maximize(current, maximum);
            }
            return {
                minimum: minimum,
                maximum: maximum
            };
        };
        Tools.MakeArray = function (obj, allowsNullUndefined) {
            if (allowsNullUndefined !== true && (obj === undefined || obj == null))
                return undefined;
            return Array.isArray(obj) ? obj : [obj];
        };
        // Misc.
        Tools.GetPointerPrefix = function () {
            var eventPrefix = "pointer";
            // Check if hand.js is referenced or if the browser natively supports pointer events
            if (!navigator.pointerEnabled) {
                eventPrefix = "mouse";
            }
            return eventPrefix;
        };
        Tools.QueueNewFrame = function (func) {
            if (window.requestAnimationFrame)
                window.requestAnimationFrame(func);
            else if (window.msRequestAnimationFrame)
                window.msRequestAnimationFrame(func);
            else if (window.webkitRequestAnimationFrame)
                window.webkitRequestAnimationFrame(func);
            else if (window.mozRequestAnimationFrame)
                window.mozRequestAnimationFrame(func);
            else if (window.oRequestAnimationFrame)
                window.oRequestAnimationFrame(func);
            else {
                window.setTimeout(func, 16);
            }
        };
        Tools.RequestFullscreen = function (element) {
            if (element.requestFullscreen)
                element.requestFullscreen();
            else if (element.msRequestFullscreen)
                element.msRequestFullscreen();
            else if (element.webkitRequestFullscreen)
                element.webkitRequestFullscreen();
            else if (element.mozRequestFullScreen)
                element.mozRequestFullScreen();
        };
        Tools.ExitFullscreen = function () {
            if (document.exitFullscreen) {
                document.exitFullscreen();
            }
            else if (document.mozCancelFullScreen) {
                document.mozCancelFullScreen();
            }
            else if (document.webkitCancelFullScreen) {
                document.webkitCancelFullScreen();
            }
            else if (document.msCancelFullScreen) {
                document.msCancelFullScreen();
            }
        };
        // External files
        Tools.CleanUrl = function (url) {
            url = url.replace(/#/mg, "%23");
            return url;
        };
        Tools.LoadImage = function (url, onload, onerror, database) {
            url = Tools.CleanUrl(url);
            var img = new Image();
            if (url.substr(0, 5) !== "data:")
                img.crossOrigin = 'anonymous';
            img.onload = function () {
                onload(img);
            };
            img.onerror = function (err) {
                onerror(img, err);
            };
            var noIndexedDB = function () {
                img.src = url;
            };
            var loadFromIndexedDB = function () {
                database.loadImageFromDB(url, img);
            };
            //ANY database to do!
            if (database && database.enableTexturesOffline && BABYLON.Database.isUASupportingBlobStorage) {
                database.openAsync(loadFromIndexedDB, noIndexedDB);
            }
            else {
                if (url.indexOf("file:") === -1) {
                    noIndexedDB();
                }
                else {
                    try {
                        var textureName = url.substring(5);
                        var blobURL;
                        try {
                            blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName], { oneTimeOnly: true });
                        }
                        catch (ex) {
                            // Chrome doesn't support oneTimeOnly parameter
                            blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName]);
                        }
                        img.src = blobURL;
                    }
                    catch (e) {
                        Tools.Log("Error while trying to load texture: " + textureName);
                        img.src = null;
                    }
                }
            }
            return img;
        };
        //ANY
        Tools.LoadFile = function (url, callback, progressCallBack, database, useArrayBuffer, onError) {
            url = Tools.CleanUrl(url);
            var noIndexedDB = function () {
                var request = new XMLHttpRequest();
                var loadUrl = Tools.BaseUrl + url;
                request.open('GET', loadUrl, true);
                if (useArrayBuffer) {
                    request.responseType = "arraybuffer";
                }
                request.onprogress = progressCallBack;
                request.onreadystatechange = function () {
                    if (request.readyState === 4) {
                        if (request.status === 200 || Tools.ValidateXHRData(request, !useArrayBuffer ? 1 : 6)) {
                            callback(!useArrayBuffer ? request.responseText : request.response);
                        }
                        else {
                            if (onError) {
                                onError();
                            }
                            else {
                                throw new Error("Error status: " + request.status + " - Unable to load " + loadUrl);
                            }
                        }
                    }
                };
                request.send(null);
            };
            var loadFromIndexedDB = function () {
                database.loadFileFromDB(url, callback, progressCallBack, noIndexedDB, useArrayBuffer);
            };
            if (url.indexOf("file:") !== -1) {
                var fileName = url.substring(5);
                Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], callback, progressCallBack, true);
            }
            else {
                // Caching all files
                if (database && database.enableSceneOffline) {
                    database.openAsync(loadFromIndexedDB, noIndexedDB);
                }
                else {
                    noIndexedDB();
                }
            }
        };
        Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
            var reader = new FileReader();
            reader.onload = function (e) {
                //target doesn't have result from ts 1.3
                callback(e.target['result']);
            };
            reader.onprogress = progressCallback;
            reader.readAsDataURL(fileToLoad);
        };
        Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
            var reader = new FileReader();
            reader.onerror = function (e) {
                Tools.Log("Error while reading file: " + fileToLoad.name);
                callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.81, 0], meshes: [], cameras: [], lights: [] }));
            };
            reader.onload = function (e) {
                //target doesn't have result from ts 1.3
                callback(e.target['result']);
            };
            reader.onprogress = progressCallBack;
            if (!useArrayBuffer) {
                // Asynchronous read
                reader.readAsText(fileToLoad);
            }
            else {
                reader.readAsArrayBuffer(fileToLoad);
            }
        };
        // Misc.   
        Tools.Clamp = function (value, min, max) {
            if (min === void 0) { min = 0; }
            if (max === void 0) { max = 1; }
            return Math.min(max, Math.max(min, value));
        };
        // Returns -1 when value is a negative number and
        // +1 when value is a positive number. 
        Tools.Sign = function (value) {
            value = +value; // convert to a number
            if (value === 0 || isNaN(value))
                return value;
            return value > 0 ? 1 : -1;
        };
        Tools.Format = function (value, decimals) {
            if (decimals === void 0) { decimals = 2; }
            return value.toFixed(decimals);
        };
        Tools.CheckExtends = function (v, min, max) {
            if (v.x < min.x)
                min.x = v.x;
            if (v.y < min.y)
                min.y = v.y;
            if (v.z < min.z)
                min.z = v.z;
            if (v.x > max.x)
                max.x = v.x;
            if (v.y > max.y)
                max.y = v.y;
            if (v.z > max.z)
                max.z = v.z;
        };
        Tools.WithinEpsilon = function (a, b, epsilon) {
            if (epsilon === void 0) { epsilon = 1.401298E-45; }
            var num = a - b;
            return -epsilon <= num && num <= epsilon;
        };
        Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
            for (var prop in source) {
                if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
                    continue;
                }
                if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
                    continue;
                }
                var sourceValue = source[prop];
                var typeOfSourceValue = typeof sourceValue;
                if (typeOfSourceValue === "function") {
                    continue;
                }
                if (typeOfSourceValue === "object") {
                    if (sourceValue instanceof Array) {
                        destination[prop] = [];
                        if (sourceValue.length > 0) {
                            if (typeof sourceValue[0] == "object") {
                                for (var index = 0; index < sourceValue.length; index++) {
                                    var clonedValue = cloneValue(sourceValue[index], destination);
                                    if (destination[prop].indexOf(clonedValue) === -1) {
                                        destination[prop].push(clonedValue);
                                    }
                                }
                            }
                            else {
                                destination[prop] = sourceValue.slice(0);
                            }
                        }
                    }
                    else {
                        destination[prop] = cloneValue(sourceValue, destination);
                    }
                }
                else {
                    destination[prop] = sourceValue;
                }
            }
        };
        Tools.IsEmpty = function (obj) {
            for (var i in obj) {
                return false;
            }
            return true;
        };
        Tools.RegisterTopRootEvents = function (events) {
            for (var index = 0; index < events.length; index++) {
                var event = events[index];
                window.addEventListener(event.name, event.handler, false);
                try {
                    if (window.parent) {
                        window.parent.addEventListener(event.name, event.handler, false);
                    }
                }
                catch (e) {
                }
            }
        };
        Tools.UnregisterTopRootEvents = function (events) {
            for (var index = 0; index < events.length; index++) {
                var event = events[index];
                window.removeEventListener(event.name, event.handler);
                try {
                    if (window.parent) {
                        window.parent.removeEventListener(event.name, event.handler);
                    }
                }
                catch (e) {
                }
            }
        };
        Tools.DumpFramebuffer = function (width, height, engine) {
            // Read the contents of the framebuffer
            var numberOfChannelsByLine = width * 4;
            var halfHeight = height / 2;
            //Reading datas from WebGL
            var data = engine.readPixels(0, 0, width, height);
            for (var i = 0; i < halfHeight; i++) {
                for (var j = 0; j < numberOfChannelsByLine; j++) {
                    var currentCell = j + i * numberOfChannelsByLine;
                    var targetLine = height - i - 1;
                    var targetCell = j + targetLine * numberOfChannelsByLine;
                    var temp = data[currentCell];
                    data[currentCell] = data[targetCell];
                    data[targetCell] = temp;
                }
            }
            // Create a 2D canvas to store the result
            if (!screenshotCanvas) {
                screenshotCanvas = document.createElement('canvas');
            }
            screenshotCanvas.width = width;
            screenshotCanvas.height = height;
            var context = screenshotCanvas.getContext('2d');
            // Copy the pixels to a 2D canvas
            var imageData = context.createImageData(width, height);
            //cast is due to ts error in lib.d.ts, see here - https://github.com/Microsoft/TypeScript/issues/949
            var castData = imageData.data;
            castData.set(data);
            context.putImageData(imageData, 0, 0);
            var base64Image = screenshotCanvas.toDataURL();
            //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
            if (("download" in document.createElement("a"))) {
                var a = window.document.createElement("a");
                a.href = base64Image;
                var date = new Date();
                var stringDate = date.getFullYear() + "/" + date.getMonth() + "/" + date.getDate() + "-" + date.getHours() + ":" + date.getMinutes();
                a.setAttribute("download", "screenshot-" + stringDate + ".png");
                window.document.body.appendChild(a);
                a.addEventListener("click", function () {
                    a.parentElement.removeChild(a);
                });
                a.click();
            }
            else {
                var newWindow = window.open("");
                var img = newWindow.document.createElement("img");
                img.src = base64Image;
                newWindow.document.body.appendChild(img);
            }
        };
        Tools.CreateScreenshot = function (engine, camera, size) {
            var width;
            var height;
            var scene = camera.getScene();
            var previousCamera = null;
            if (scene.activeCamera !== camera) {
                previousCamera = scene.activeCamera;
                scene.activeCamera = camera;
            }
            //If a precision value is specified
            if (size.precision) {
                width = Math.round(engine.getRenderWidth() * size.precision);
                height = Math.round(width / engine.getAspectRatio(camera));
                size = { width: width, height: height };
            }
            else if (size.width && size.height) {
                width = size.width;
                height = size.height;
            }
            else if (size.width && !size.height) {
                width = size.width;
                height = Math.round(width / engine.getAspectRatio(camera));
                size = { width: width, height: height };
            }
            else if (size.height && !size.width) {
                height = size.height;
                width = Math.round(height * engine.getAspectRatio(camera));
                size = { width: width, height: height };
            }
            else if (!isNaN(size)) {
                height = size;
                width = size;
            }
            else {
                Tools.Error("Invalid 'size' parameter !");
                return;
            }
            //At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
            var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false);
            texture.renderList = scene.meshes;
            texture.onAfterRender = function () {
                Tools.DumpFramebuffer(width, height, engine);
            };
            scene.incrementRenderId();
            texture.render(true);
            texture.dispose();
            if (previousCamera) {
                scene.activeCamera = previousCamera;
            }
        };
        // XHR response validator for local file scenario
        Tools.ValidateXHRData = function (xhr, dataType) {
            // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
            if (dataType === void 0) { dataType = 7; }
            try {
                if (dataType & 1) {
                    if (xhr.responseText && xhr.responseText.length > 0) {
                        return true;
                    }
                    else if (dataType === 1) {
                        return false;
                    }
                }
                if (dataType & 2) {
                    // Check header width and height since there is no "TGA" magic number
                    var tgaHeader = BABYLON.Internals.TGATools.GetTGAHeader(xhr.response);
                    if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
                        return true;
                    }
                    else if (dataType === 2) {
                        return false;
                    }
                }
                if (dataType & 4) {
                    // Check for the "DDS" magic number
                    var ddsHeader = new Uint8Array(xhr.response, 0, 3);
                    if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
                        return true;
                    }
                    else {
                        return false;
                    }
                }
            }
            catch (e) {
            }
            return false;
        };
        Object.defineProperty(Tools, "NoneLogLevel", {
            get: function () {
                return Tools._NoneLogLevel;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Tools, "MessageLogLevel", {
            get: function () {
                return Tools._MessageLogLevel;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Tools, "WarningLogLevel", {
            get: function () {
                return Tools._WarningLogLevel;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Tools, "ErrorLogLevel", {
            get: function () {
                return Tools._ErrorLogLevel;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Tools, "AllLogLevel", {
            get: function () {
                return Tools._MessageLogLevel | Tools._WarningLogLevel | Tools._ErrorLogLevel;
            },
            enumerable: true,
            configurable: true
        });
        Tools._AddLogEntry = function (entry) {
            Tools._LogCache = entry + Tools._LogCache;
            if (Tools.OnNewCacheEntry) {
                Tools.OnNewCacheEntry(entry);
            }
        };
        Tools._FormatMessage = function (message) {
            var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
            var date = new Date();
            return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
        };
        Tools._LogDisabled = function (message) {
            // nothing to do
        };
        Tools._LogEnabled = function (message) {
            var formattedMessage = Tools._FormatMessage(message);
            console.log("BJS - " + formattedMessage);
            var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
            Tools._AddLogEntry(entry);
        };
        Tools._WarnDisabled = function (message) {
            // nothing to do
        };
        Tools._WarnEnabled = function (message) {
            var formattedMessage = Tools._FormatMessage(message);
            console.warn("BJS - " + formattedMessage);
            var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
            Tools._AddLogEntry(entry);
        };
        Tools._ErrorDisabled = function (message) {
            // nothing to do
        };
        Tools._ErrorEnabled = function (message) {
            var formattedMessage = Tools._FormatMessage(message);
            console.error("BJS - " + formattedMessage);
            var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
            Tools._AddLogEntry(entry);
        };
        Object.defineProperty(Tools, "LogCache", {
            get: function () {
                return Tools._LogCache;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Tools, "LogLevels", {
            set: function (level) {
                if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
                    Tools.Log = Tools._LogEnabled;
                }
                else {
                    Tools.Log = Tools._LogDisabled;
                }
                if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
                    Tools.Warn = Tools._WarnEnabled;
                }
                else {
                    Tools.Warn = Tools._WarnDisabled;
                }
                if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
                    Tools.Error = Tools._ErrorEnabled;
                }
                else {
                    Tools.Error = Tools._ErrorDisabled;
                }
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Tools, "PerformanceNoneLogLevel", {
            get: function () {
                return Tools._PerformanceNoneLogLevel;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Tools, "PerformanceUserMarkLogLevel", {
            get: function () {
                return Tools._PerformanceUserMarkLogLevel;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Tools, "PerformanceConsoleLogLevel", {
            get: function () {
                return Tools._PerformanceConsoleLogLevel;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Tools, "PerformanceLogLevel", {
            set: function (level) {
                if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
                    Tools.StartPerformanceCounter = Tools._StartUserMark;
                    Tools.EndPerformanceCounter = Tools._EndUserMark;
                    return;
                }
                if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
                    Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
                    Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
                    return;
                }
                Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
                Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
            },
            enumerable: true,
            configurable: true
        });
        Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
        };
        Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
        };
        Tools._StartUserMark = function (counterName, condition) {
            if (condition === void 0) { condition = true; }
            if (!condition || !Tools._performance.mark) {
                return;
            }
            Tools._performance.mark(counterName + "-Begin");
        };
        Tools._EndUserMark = function (counterName, condition) {
            if (condition === void 0) { condition = true; }
            if (!condition || !Tools._performance.mark) {
                return;
            }
            Tools._performance.mark(counterName + "-End");
            Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
        };
        Tools._StartPerformanceConsole = function (counterName, condition) {
            if (condition === void 0) { condition = true; }
            if (!condition) {
                return;
            }
            Tools._StartUserMark(counterName, condition);
            if (console.time) {
                console.time(counterName);
            }
        };
        Tools._EndPerformanceConsole = function (counterName, condition) {
            if (condition === void 0) { condition = true; }
            if (!condition) {
                return;
            }
            Tools._EndUserMark(counterName, condition);
            if (console.time) {
                console.timeEnd(counterName);
            }
        };
        Object.defineProperty(Tools, "Now", {
            get: function () {
                if (window.performance && window.performance.now) {
                    return window.performance.now();
                }
                return new Date().getTime();
            },
            enumerable: true,
            configurable: true
        });
        // Deprecated
        Tools.GetFps = function () {
            Tools.Warn("Tools.GetFps() is deprecated. Please use engine.getFps() instead");
            return 0;
        };
        Tools.BaseUrl = "";
        Tools.GetExponantOfTwo = function (value, max) {
            var count = 1;
            do {
                count *= 2;
            } while (count < value);
            if (count > max)
                count = max;
            return count;
        };
        // Logs
        Tools._NoneLogLevel = 0;
        Tools._MessageLogLevel = 1;
        Tools._WarningLogLevel = 2;
        Tools._ErrorLogLevel = 4;
        Tools._LogCache = "";
        Tools.Log = Tools._LogEnabled;
        Tools.Warn = Tools._WarnEnabled;
        Tools.Error = Tools._ErrorEnabled;
        // Performances
        Tools._PerformanceNoneLogLevel = 0;
        Tools._PerformanceUserMarkLogLevel = 1;
        Tools._PerformanceConsoleLogLevel = 2;
        Tools._performance = window.performance;
        Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
        Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
        return Tools;
    })();
    BABYLON.Tools = Tools;
    /**
     * An implementation of a loop for asynchronous functions.
     */
    var AsyncLoop = (function () {
        /**
         * Constroctor.
         * @param iterations the number of iterations.
         * @param _fn the function to run each iteration
         * @param _successCallback the callback that will be called upon succesful execution
         * @param offset starting offset.
         */
        function AsyncLoop(iterations, _fn, _successCallback, offset) {
            if (offset === void 0) { offset = 0; }
            this.iterations = iterations;
            this._fn = _fn;
            this._successCallback = _successCallback;
            this.index = offset - 1;
            this._done = false;
        }
        /**
         * Execute the next iteration. Must be called after the last iteration was finished.
         */
        AsyncLoop.prototype.executeNext = function () {
            if (!this._done) {
                if (this.index + 1 < this.iterations) {
                    ++this.index;
                    this._fn(this);
                }
                else {
                    this.breakLoop();
                }
            }
        };
        /**
         * Break the loop and run the success callback.
         */
        AsyncLoop.prototype.breakLoop = function () {
            this._done = true;
            this._successCallback();
        };
        /**
         * Helper function
         */
        AsyncLoop.Run = function (iterations, _fn, _successCallback, offset) {
            if (offset === void 0) { offset = 0; }
            var loop = new AsyncLoop(iterations, _fn, _successCallback, offset);
            loop.executeNext();
            return loop;
        };
        /**
         * A for-loop that will run a given number of iterations synchronous and the rest async.
         * @param iterations total number of iterations
         * @param syncedIterations number of synchronous iterations in each async iteration.
         * @param fn the function to call each iteration.
         * @param callback a success call back that will be called when iterating stops.
         * @param breakFunction a break condition (optional)
         * @param timeout timeout settings for the setTimeout function. default - 0.
         * @constructor
         */
        AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
            if (timeout === void 0) { timeout = 0; }
            AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
                if (breakFunction && breakFunction())
                    loop.breakLoop();
                else {
                    setTimeout(function () {
                        for (var i = 0; i < syncedIterations; ++i) {
                            var iteration = (loop.index * syncedIterations) + i;
                            if (iteration >= iterations)
                                break;
                            fn(iteration);
                            if (breakFunction && breakFunction()) {
                                loop.breakLoop();
                                break;
                            }
                        }
                        loop.executeNext();
                    }, timeout);
                }
            }, callback);
        };
        return AsyncLoop;
    })();
    BABYLON.AsyncLoop = AsyncLoop;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.tools.js.mapvar BABYLON;
(function (BABYLON) {
    var _DepthCullingState = (function () {
        function _DepthCullingState() {
            this._isDepthTestDirty = false;
            this._isDepthMaskDirty = false;
            this._isDepthFuncDirty = false;
            this._isCullFaceDirty = false;
            this._isCullDirty = false;
            this._isZOffsetDirty = false;
        }
        Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
            get: function () {
                return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
            get: function () {
                return this._zOffset;
            },
            set: function (value) {
                if (this._zOffset === value) {
                    return;
                }
                this._zOffset = value;
                this._isZOffsetDirty = true;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
            get: function () {
                return this._cullFace;
            },
            set: function (value) {
                if (this._cullFace === value) {
                    return;
                }
                this._cullFace = value;
                this._isCullFaceDirty = true;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(_DepthCullingState.prototype, "cull", {
            get: function () {
                return this._cull;
            },
            set: function (value) {
                if (this._cull === value) {
                    return;
                }
                this._cull = value;
                this._isCullDirty = true;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
            get: function () {
                return this._depthFunc;
            },
            set: function (value) {
                if (this._depthFunc === value) {
                    return;
                }
                this._depthFunc = value;
                this._isDepthFuncDirty = true;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
            get: function () {
                return this._depthMask;
            },
            set: function (value) {
                if (this._depthMask === value) {
                    return;
                }
                this._depthMask = value;
                this._isDepthMaskDirty = true;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
            get: function () {
                return this._depthTest;
            },
            set: function (value) {
                if (this._depthTest === value) {
                    return;
                }
                this._depthTest = value;
                this._isDepthTestDirty = true;
            },
            enumerable: true,
            configurable: true
        });
        _DepthCullingState.prototype.reset = function () {
            this._depthMask = true;
            this._depthTest = true;
            this._depthFunc = null;
            this._cull = null;
            this._cullFace = null;
            this._zOffset = 0;
            this._isDepthTestDirty = true;
            this._isDepthMaskDirty = true;
            this._isDepthFuncDirty = false;
            this._isCullFaceDirty = false;
            this._isCullDirty = false;
            this._isZOffsetDirty = false;
        };
        _DepthCullingState.prototype.apply = function (gl) {
            if (!this.isDirty) {
                return;
            }
            // Cull
            if (this._isCullDirty) {
                if (this.cull) {
                    gl.enable(gl.CULL_FACE);
                }
                else {
                    gl.disable(gl.CULL_FACE);
                }
                this._isCullDirty = false;
            }
            // Cull face
            if (this._isCullFaceDirty) {
                gl.cullFace(this.cullFace);
                this._isCullFaceDirty = false;
            }
            // Depth mask
            if (this._isDepthMaskDirty) {
                gl.depthMask(this.depthMask);
                this._isDepthMaskDirty = false;
            }
            // Depth test
            if (this._isDepthTestDirty) {
                if (this.depthTest) {
                    gl.enable(gl.DEPTH_TEST);
                }
                else {
                    gl.disable(gl.DEPTH_TEST);
                }
                this._isDepthTestDirty = false;
            }
            // Depth func
            if (this._isDepthFuncDirty) {
                gl.depthFunc(this.depthFunc);
                this._isDepthFuncDirty = false;
            }
            // zOffset
            if (this._isZOffsetDirty) {
                if (this.zOffset) {
                    gl.enable(gl.POLYGON_OFFSET_FILL);
                    gl.polygonOffset(this.zOffset, 0);
                }
                else {
                    gl.disable(gl.POLYGON_OFFSET_FILL);
                }
                this._isZOffsetDirty = false;
            }
        };
        return _DepthCullingState;
    })();
    BABYLON._DepthCullingState = _DepthCullingState;
    var _AlphaState = (function () {
        function _AlphaState() {
            this._isAlphaBlendDirty = false;
            this._isBlendFunctionParametersDirty = false;
            this._alphaBlend = false;
            this._blendFunctionParameters = new Array(4);
        }
        Object.defineProperty(_AlphaState.prototype, "isDirty", {
            get: function () {
                return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
            get: function () {
                return this._alphaBlend;
            },
            set: function (value) {
                if (this._alphaBlend === value) {
                    return;
                }
                this._alphaBlend = value;
                this._isAlphaBlendDirty = true;
            },
            enumerable: true,
            configurable: true
        });
        _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
            if (this._blendFunctionParameters[0] === value0 && this._blendFunctionParameters[1] === value1 && this._blendFunctionParameters[2] === value2 && this._blendFunctionParameters[3] === value3) {
                return;
            }
            this._blendFunctionParameters[0] = value0;
            this._blendFunctionParameters[1] = value1;
            this._blendFunctionParameters[2] = value2;
            this._blendFunctionParameters[3] = value3;
            this._isBlendFunctionParametersDirty = true;
        };
        _AlphaState.prototype.reset = function () {
            this._alphaBlend = false;
            this._blendFunctionParameters[0] = null;
            this._blendFunctionParameters[1] = null;
            this._blendFunctionParameters[2] = null;
            this._blendFunctionParameters[3] = null;
            this._isAlphaBlendDirty = true;
            this._isBlendFunctionParametersDirty = false;
        };
        _AlphaState.prototype.apply = function (gl) {
            if (!this.isDirty) {
                return;
            }
            // Alpha blend
            if (this._isAlphaBlendDirty) {
                if (this._alphaBlend) {
                    gl.enable(gl.BLEND);
                }
                else {
                    gl.disable(gl.BLEND);
                }
                this._isAlphaBlendDirty = false;
            }
            // Alpha function
            if (this._isBlendFunctionParametersDirty) {
                gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
                this._isBlendFunctionParametersDirty = false;
            }
        };
        return _AlphaState;
    })();
    BABYLON._AlphaState = _AlphaState;
    var compileShader = function (gl, source, type, defines) {
        var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
        gl.shaderSource(shader, (defines ? defines + "\n" : "") + source);
        gl.compileShader(shader);
        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            throw new Error(gl.getShaderInfoLog(shader));
        }
        return shader;
    };
    var getWebGLTextureType = function (gl, type) {
        var textureType = gl.UNSIGNED_BYTE;
        if (type === Engine.TEXTURETYPE_FLOAT)
            textureType = gl.FLOAT;
        return textureType;
    };
    var getSamplingParameters = function (samplingMode, generateMipMaps, gl) {
        var magFilter = gl.NEAREST;
        var minFilter = gl.NEAREST;
        if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
            magFilter = gl.LINEAR;
            if (generateMipMaps) {
                minFilter = gl.LINEAR_MIPMAP_NEAREST;
            }
            else {
                minFilter = gl.LINEAR;
            }
        }
        else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
            magFilter = gl.LINEAR;
            if (generateMipMaps) {
                minFilter = gl.LINEAR_MIPMAP_LINEAR;
            }
            else {
                minFilter = gl.LINEAR;
            }
        }
        else if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
            magFilter = gl.NEAREST;
            if (generateMipMaps) {
                minFilter = gl.NEAREST_MIPMAP_LINEAR;
            }
            else {
                minFilter = gl.NEAREST;
            }
        }
        return {
            min: minFilter,
            mag: magFilter
        };
    };
    var prepareWebGLTexture = function (texture, gl, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
        if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
        var engine = scene.getEngine();
        var potWidth = BABYLON.Tools.GetExponantOfTwo(width, engine.getCaps().maxTextureSize);
        var potHeight = BABYLON.Tools.GetExponantOfTwo(height, engine.getCaps().maxTextureSize);
        gl.bindTexture(gl.TEXTURE_2D, texture);
        gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
        processFunction(potWidth, potHeight);
        var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
        if (!noMipmap && !isCompressed) {
            gl.generateMipmap(gl.TEXTURE_2D);
        }
        gl.bindTexture(gl.TEXTURE_2D, null);
        engine._activeTexturesCache = [];
        texture._baseWidth = width;
        texture._baseHeight = height;
        texture._width = potWidth;
        texture._height = potHeight;
        texture.isReady = true;
        texture.samplingMode = samplingMode;
        scene._removePendingData(texture);
    };
    var partialLoad = function (url, index, loadedImages, scene, onfinish) {
        var onload = function () {
            loadedImages[index] = img;
            loadedImages._internalCount++;
            scene._removePendingData(img);
            if (loadedImages._internalCount === 6) {
                onfinish(loadedImages);
            }
        };
        var onerror = function () {
            scene._removePendingData(img);
        };
        var img = BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
        scene._addPendingData(img);
    };
    var cascadeLoad = function (rootUrl, scene, onfinish, extensions) {
        var loadedImages = [];
        loadedImages._internalCount = 0;
        for (var index = 0; index < 6; index++) {
            partialLoad(rootUrl + extensions[index], index, loadedImages, scene, onfinish);
        }
    };
    var EngineCapabilities = (function () {
        function EngineCapabilities() {
        }
        return EngineCapabilities;
    })();
    BABYLON.EngineCapabilities = EngineCapabilities;
    /**
     * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio.
     */
    var Engine = (function () {
        /**
         * @constructor
         * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering
         * @param {boolean} [antialias] - enable antialias
         * @param options - further options to be sent to the getContext function
         */
        function Engine(canvas, antialias, options) {
            var _this = this;
            // Public members
            this.isFullscreen = false;
            this.isPointerLock = false;
            this.cullBackFaces = true;
            this.renderEvenInBackground = true;
            this.scenes = new Array();
            this._windowIsBackground = false;
            this._loadingDivBackgroundColor = "black";
            this._drawCalls = 0;
            this._renderingQueueLaunched = false;
            this._activeRenderLoops = [];
            // FPS
            this.fpsRange = 60;
            this.previousFramesDuration = [];
            this.fps = 60;
            this.deltaTime = 0;
            // States
            this._depthCullingState = new _DepthCullingState();
            this._alphaState = new _AlphaState();
            this._alphaMode = Engine.ALPHA_DISABLE;
            // Cache
            this._loadedTexturesCache = new Array();
            this._activeTexturesCache = new Array();
            this._compiledEffects = {};
            this._uintIndicesCurrentlySet = false;
            this._renderingCanvas = canvas;
            this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
            options = options || {};
            options.antialias = antialias;
            try {
                this._gl = canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options);
            }
            catch (e) {
                throw new Error("WebGL not supported");
            }
            if (!this._gl) {
                throw new Error("WebGL not supported");
            }
            this._onBlur = function () {
                _this._windowIsBackground = true;
            };
            this._onFocus = function () {
                _this._windowIsBackground = false;
            };
            window.addEventListener("blur", this._onBlur);
            window.addEventListener("focus", this._onFocus);
            // Viewport
            this._hardwareScalingLevel = 1.0 / (window.devicePixelRatio || 1.0);
            this.resize();
            // Caps
            this._caps = new EngineCapabilities();
            this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
            this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
            this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
            this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
            // Infos
            this._glVersion = this._gl.getParameter(this._gl.VERSION);
            var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
            if (rendererInfo != null) {
                this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
                this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
            }
            if (!this._glVendor) {
                this._glVendor = "Unknown vendor";
            }
            if (!this._glRenderer) {
                this._glRenderer = "Unknown renderer";
            }
            // Extensions
            this._caps.standardDerivatives = (this._gl.getExtension('OES_standard_derivatives') !== null);
            this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc');
            this._caps.textureFloat = (this._gl.getExtension('OES_texture_float') !== null);
            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');
            this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
            this._caps.instancedArrays = this._gl.getExtension('ANGLE_instanced_arrays');
            this._caps.uintIndices = this._gl.getExtension('OES_element_index_uint') !== null;
            // Depth buffer
            this.setDepthBuffer(true);
            this.setDepthFunctionToLessOrEqual();
            this.setDepthWrite(true);
            // Fullscreen
            this._onFullscreenChange = function () {
                if (document.fullscreen !== undefined) {
                    _this.isFullscreen = document.fullscreen;
                }
                else if (document.mozFullScreen !== undefined) {
                    _this.isFullscreen = document.mozFullScreen;
                }
                else if (document.webkitIsFullScreen !== undefined) {
                    _this.isFullscreen = document.webkitIsFullScreen;
                }
                else if (document.msIsFullScreen !== undefined) {
                    _this.isFullscreen = document.msIsFullScreen;
                }
                // Pointer lock
                if (_this.isFullscreen && _this._pointerLockRequested) {
                    canvas.requestPointerLock = canvas.requestPointerLock || canvas.msRequestPointerLock || canvas.mozRequestPointerLock || canvas.webkitRequestPointerLock;
                    if (canvas.requestPointerLock) {
                        canvas.requestPointerLock();
                    }
                }
            };
            document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
            document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
            document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
            document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
            // Pointer lock
            this._onPointerLockChange = function () {
                _this.isPointerLock = (document.mozPointerLockElement === canvas || document.webkitPointerLockElement === canvas || document.msPointerLockElement === canvas || document.pointerLockElement === canvas);
            };
            document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
            document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
            document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
            document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
            if (!Engine.audioEngine) {
                Engine.audioEngine = new BABYLON.AudioEngine();
            }
            BABYLON.Tools.Log("Babylon.js engine (v" + Engine.Version + ") launched");
        }
        Object.defineProperty(Engine, "ALPHA_DISABLE", {
            get: function () {
                return Engine._ALPHA_DISABLE;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Engine, "ALPHA_ADD", {
            get: function () {
                return Engine._ALPHA_ADD;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Engine, "ALPHA_COMBINE", {
            get: function () {
                return Engine._ALPHA_COMBINE;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Engine, "DELAYLOADSTATE_NONE", {
            get: function () {
                return Engine._DELAYLOADSTATE_NONE;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Engine, "DELAYLOADSTATE_LOADED", {
            get: function () {
                return Engine._DELAYLOADSTATE_LOADED;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Engine, "DELAYLOADSTATE_LOADING", {
            get: function () {
                return Engine._DELAYLOADSTATE_LOADING;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Engine, "DELAYLOADSTATE_NOTLOADED", {
            get: function () {
                return Engine._DELAYLOADSTATE_NOTLOADED;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Engine, "TEXTUREFORMAT_ALPHA", {
            get: function () {
                return Engine._TEXTUREFORMAT_ALPHA;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Engine, "TEXTUREFORMAT_LUMINANCE", {
            get: function () {
                return Engine._TEXTUREFORMAT_LUMINANCE;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Engine, "TEXTUREFORMAT_LUMINANCE_ALPHA", {
            get: function () {
                return Engine._TEXTUREFORMAT_LUMINANCE_ALPHA;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Engine, "TEXTUREFORMAT_RGB", {
            get: function () {
                return Engine._TEXTUREFORMAT_RGB;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Engine, "TEXTUREFORMAT_RGBA", {
            get: function () {
                return Engine._TEXTUREFORMAT_RGBA;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Engine, "TEXTURETYPE_UNSIGNED_INT", {
            get: function () {
                return Engine._TEXTURETYPE_UNSIGNED_INT;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Engine, "TEXTURETYPE_FLOAT", {
            get: function () {
                return Engine._TEXTURETYPE_FLOAT;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Engine, "Version", {
            get: function () {
                return "2.1.0 alpha";
            },
            enumerable: true,
            configurable: true
        });
        Engine.prototype._prepareWorkingCanvas = function () {
            if (this._workingCanvas) {
                return;
            }
            this._workingCanvas = document.createElement("canvas");
            this._workingContext = this._workingCanvas.getContext("2d");
        };
        Engine.prototype.getGlInfo = function () {
            return {
                vendor: this._glVendor,
                renderer: this._glRenderer,
                version: this._glVersion
            };
        };
        Engine.prototype.getAspectRatio = function (camera) {
            var viewport = camera.viewport;
            return (this.getRenderWidth() * viewport.width) / (this.getRenderHeight() * viewport.height);
        };
        Engine.prototype.getRenderWidth = function () {
            if (this._currentRenderTarget) {
                return this._currentRenderTarget._width;
            }
            return this._renderingCanvas.width;
        };
        Engine.prototype.getRenderHeight = function () {
            if (this._currentRenderTarget) {
                return this._currentRenderTarget._height;
            }
            return this._renderingCanvas.height;
        };
        Engine.prototype.getRenderingCanvas = function () {
            return this._renderingCanvas;
        };
        Engine.prototype.getRenderingCanvasClientRect = function () {
            return this._renderingCanvas.getBoundingClientRect();
        };
        Engine.prototype.setHardwareScalingLevel = function (level) {
            this._hardwareScalingLevel = level;
            this.resize();
        };
        Engine.prototype.getHardwareScalingLevel = function () {
            return this._hardwareScalingLevel;
        };
        Engine.prototype.getLoadedTexturesCache = function () {
            return this._loadedTexturesCache;
        };
        Engine.prototype.getCaps = function () {
            return this._caps;
        };
        Object.defineProperty(Engine.prototype, "drawCalls", {
            get: function () {
                return this._drawCalls;
            },
            enumerable: true,
            configurable: true
        });
        // Methods
        Engine.prototype.resetDrawCalls = function () {
            this._drawCalls = 0;
        };
        Engine.prototype.setDepthFunctionToGreater = function () {
            this._depthCullingState.depthFunc = this._gl.GREATER;
        };
        Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
            this._depthCullingState.depthFunc = this._gl.GEQUAL;
        };
        Engine.prototype.setDepthFunctionToLess = function () {
            this._depthCullingState.depthFunc = this._gl.LESS;
        };
        Engine.prototype.setDepthFunctionToLessOrEqual = function () {
            this._depthCullingState.depthFunc = this._gl.LEQUAL;
        };
        /**
         * stop executing a render loop function and remove it from the execution array
         * @param {Function} [renderFunction] the function to be removed. If not provided all functions will be removed.
         */
        Engine.prototype.stopRenderLoop = function (renderFunction) {
            if (!renderFunction) {
                this._activeRenderLoops = [];
                return;
            }
            var index = this._activeRenderLoops.indexOf(renderFunction);
            if (index >= 0) {
                this._activeRenderLoops.splice(index, 1);
            }
        };
        Engine.prototype._renderLoop = function () {
            var _this = this;
            var shouldRender = true;
            if (!this.renderEvenInBackground && this._windowIsBackground) {
                shouldRender = false;
            }
            if (shouldRender) {
                // Start new frame
                this.beginFrame();
                for (var index = 0; index < this._activeRenderLoops.length; index++) {
                    var renderFunction = this._activeRenderLoops[index];
                    renderFunction();
                }
                // Present
                this.endFrame();
            }
            if (this._activeRenderLoops.length > 0) {
                // Register new frame
                BABYLON.Tools.QueueNewFrame(function () {
                    _this._renderLoop();
                });
            }
            else {
                this._renderingQueueLaunched = false;
            }
        };
        /**
         * Register and execute a render loop. The engine can have more than one render function.
         * @param {Function} renderFunction - the function to continuesly execute starting the next render loop.
         * @example
         * engine.runRenderLoop(function () {
         *      scene.render()
         * })
         */
        Engine.prototype.runRenderLoop = function (renderFunction) {
            var _this = this;
            if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
                return;
            }
            this._activeRenderLoops.push(renderFunction);
            if (!this._renderingQueueLaunched) {
                this._renderingQueueLaunched = true;
                BABYLON.Tools.QueueNewFrame(function () {
                    _this._renderLoop();
                });
            }
        };
        /**
         * Toggle full screen mode.
         * @param {boolean} requestPointerLock - should a pointer lock be requested from the user
         */
        Engine.prototype.switchFullscreen = function (requestPointerLock) {
            if (this.isFullscreen) {
                BABYLON.Tools.ExitFullscreen();
            }
            else {
                this._pointerLockRequested = requestPointerLock;
                BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
            }
        };
        Engine.prototype.clear = function (color, backBuffer, depthStencil) {
            this.applyStates();
            this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
            if (this._depthCullingState.depthMask) {
                this._gl.clearDepth(1.0);
            }
            var mode = 0;
            if (backBuffer)
                mode |= this._gl.COLOR_BUFFER_BIT;
            if (depthStencil && this._depthCullingState.depthMask)
                mode |= this._gl.DEPTH_BUFFER_BIT;
            this._gl.clear(mode);
        };
        /**
         * Set the WebGL's viewport
         * @param {BABYLON.Viewport} viewport - the viewport element to be used.
         * @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used.
         * @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used.
         */
        Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
            var width = requiredWidth || this._renderingCanvas.width;
            var height = requiredHeight || this._renderingCanvas.height;
            var x = viewport.x || 0;
            var y = viewport.y || 0;
            this._cachedViewport = viewport;
            this._gl.viewport(x * width, y * height, width * viewport.width, height * viewport.height);
        };
        Engine.prototype.setDirectViewport = function (x, y, width, height) {
            this._cachedViewport = null;
            this._gl.viewport(x, y, width, height);
        };
        Engine.prototype.beginFrame = function () {
            this._measureFps();
        };
        Engine.prototype.endFrame = function () {
            //this.flushFramebuffer();
        };
        /**
         * resize the view according to the canvas' size.
         * @example
         *   window.addEventListener("resize", function () {
         *      engine.resize();
         *   });
         */
        Engine.prototype.resize = function () {
            this.setSize(this._renderingCanvas.clientWidth / this._hardwareScalingLevel, this._renderingCanvas.clientHeight / this._hardwareScalingLevel);
        };
        /**
         * force a specific size of the canvas
         * @param {number} width - the new canvas' width
         * @param {number} height - the new canvas' height
         */
        Engine.prototype.setSize = function (width, height) {
            this._renderingCanvas.width = width;
            this._renderingCanvas.height = height;
            this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
        };
        Engine.prototype.bindFramebuffer = function (texture) {
            this._currentRenderTarget = texture;
            var gl = this._gl;
            gl.bindFramebuffer(gl.FRAMEBUFFER, texture._framebuffer);
            this._gl.viewport(0, 0, texture._width, texture._height);
            this.wipeCaches();
        };
        Engine.prototype.unBindFramebuffer = function (texture) {
            this._currentRenderTarget = null;
            if (texture.generateMipMaps) {
                var gl = this._gl;
                gl.bindTexture(gl.TEXTURE_2D, texture);
                gl.generateMipmap(gl.TEXTURE_2D);
                gl.bindTexture(gl.TEXTURE_2D, null);
            }
            this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
        };
        Engine.prototype.flushFramebuffer = function () {
            this._gl.flush();
        };
        Engine.prototype.restoreDefaultFramebuffer = function () {
            this._currentRenderTarget = null;
            this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
            this.setViewport(this._cachedViewport);
            this.wipeCaches();
        };
        // VBOs
        Engine.prototype._resetVertexBufferBinding = function () {
            this._gl.bindBuffer(this._gl.ARRAY_BUFFER, null);
            this._cachedVertexBuffers = null;
        };
        Engine.prototype.createVertexBuffer = function (vertices) {
            var vbo = this._gl.createBuffer();
            this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
            this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(vertices), this._gl.STATIC_DRAW);
            this._resetVertexBufferBinding();
            vbo.references = 1;
            return vbo;
        };
        Engine.prototype.createDynamicVertexBuffer = function (capacity) {
            var vbo = this._gl.createBuffer();
            this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
            this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
            this._resetVertexBufferBinding();
            vbo.references = 1;
            return vbo;
        };
        Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, offset) {
            this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
            if (offset === undefined) {
                offset = 0;
            }
            if (vertices instanceof Float32Array) {
                this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, vertices);
            }
            else {
                this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, new Float32Array(vertices));
            }
            this._resetVertexBufferBinding();
        };
        Engine.prototype._resetIndexBufferBinding = function () {
            this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, null);
            this._cachedIndexBuffer = null;
        };
        Engine.prototype.createIndexBuffer = function (indices) {
            var vbo = this._gl.createBuffer();
            this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, vbo);
            // Check for 32 bits indices
            var arrayBuffer;
            var need32Bits = false;
            if (this._caps.uintIndices) {
                for (var index = 0; index < indices.length; index++) {
                    if (indices[index] > 65535) {
                        need32Bits = true;
                        break;
                    }
                }
                arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
            }
            else {
                arrayBuffer = new Uint16Array(indices);
            }
            this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.STATIC_DRAW);
            this._resetIndexBufferBinding();
            vbo.references = 1;
            vbo.is32Bits = need32Bits;
            return vbo;
        };
        Engine.prototype.bindBuffers = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
            if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
                this._cachedVertexBuffers = vertexBuffer;
                this._cachedEffectForVertexBuffers = effect;
                this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
                var offset = 0;
                for (var index = 0; index < vertexDeclaration.length; index++) {
                    var order = effect.getAttributeLocation(index);
                    if (order >= 0) {
                        this._gl.vertexAttribPointer(order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
                    }
                    offset += vertexDeclaration[index] * 4;
                }
            }
            if (this._cachedIndexBuffer !== indexBuffer) {
                this._cachedIndexBuffer = indexBuffer;
                this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
                this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
            }
        };
        Engine.prototype.bindMultiBuffers = function (vertexBuffers, indexBuffer, effect) {
            if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
                this._cachedVertexBuffers = vertexBuffers;
                this._cachedEffectForVertexBuffers = effect;
                var attributes = effect.getAttributesNames();
                for (var index = 0; index < attributes.length; index++) {
                    var order = effect.getAttributeLocation(index);
                    if (order >= 0) {
                        var vertexBuffer = vertexBuffers[attributes[index]];
                        if (!vertexBuffer) {
                            continue;
                        }
                        var stride = vertexBuffer.getStrideSize();
                        this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer.getBuffer());
                        this._gl.vertexAttribPointer(order, stride, this._gl.FLOAT, false, stride * 4, 0);
                    }
                }
            }
            if (indexBuffer != null && this._cachedIndexBuffer !== indexBuffer) {
                this._cachedIndexBuffer = indexBuffer;
                this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
                this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
            }
        };
        Engine.prototype._releaseBuffer = function (buffer) {
            buffer.references--;
            if (buffer.references === 0) {
                this._gl.deleteBuffer(buffer);
                return true;
            }
            return false;
        };
        Engine.prototype.createInstancesBuffer = function (capacity) {
            var buffer = this._gl.createBuffer();
            buffer.capacity = capacity;
            this._gl.bindBuffer(this._gl.ARRAY_BUFFER, buffer);
            this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
            return buffer;
        };
        Engine.prototype.deleteInstancesBuffer = function (buffer) {
            this._gl.deleteBuffer(buffer);
        };
        Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
            this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
            this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
            for (var index = 0; index < 4; index++) {
                var offsetLocation = offsetLocations[index];
                this._gl.enableVertexAttribArray(offsetLocation);
                this._gl.vertexAttribPointer(offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
                this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 1);
            }
        };
        Engine.prototype.unBindInstancesBuffer = function (instancesBuffer, offsetLocations) {
            this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
            for (var index = 0; index < 4; index++) {
                var offsetLocation = offsetLocations[index];
                this._gl.disableVertexAttribArray(offsetLocation);
                this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 0);
            }
        };
        Engine.prototype.applyStates = function () {
            this._depthCullingState.apply(this._gl);
            this._alphaState.apply(this._gl);
        };
        Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
            // Apply states
            this.applyStates();
            this._drawCalls++;
            // Render
            var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
            if (instancesCount) {
                this._caps.instancedArrays.drawElementsInstancedANGLE(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * 2, instancesCount);
                return;
            }
            this._gl.drawElements(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * 2);
        };
        Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
            // Apply states
            this.applyStates();
            this._drawCalls++;
            if (instancesCount) {
                this._caps.instancedArrays.drawArraysInstancedANGLE(this._gl.POINTS, verticesStart, verticesCount, instancesCount);
                return;
            }
            this._gl.drawArrays(this._gl.POINTS, verticesStart, verticesCount);
        };
        // Shaders
        Engine.prototype._releaseEffect = function (effect) {
            if (this._compiledEffects[effect._key]) {
                delete this._compiledEffects[effect._key];
                if (effect.getProgram()) {
                    this._gl.deleteProgram(effect.getProgram());
                }
            }
        };
        Engine.prototype.createEffect = function (baseName, attributesNames, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
            var vertex = baseName.vertexElement || baseName.vertex || baseName;
            var fragment = baseName.fragmentElement || baseName.fragment || baseName;
            var name = vertex + "+" + fragment + "@" + defines;
            if (this._compiledEffects[name]) {
                return this._compiledEffects[name];
            }
            var effect = new BABYLON.Effect(baseName, attributesNames, uniformsNames, samplers, this, defines, fallbacks, onCompiled, onError);
            effect._key = name;
            this._compiledEffects[name] = effect;
            return effect;
        };
        Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
            if (uniformsNames === void 0) { uniformsNames = []; }
            if (samplers === void 0) { samplers = []; }
            if (defines === void 0) { defines = ""; }
            return this.createEffect({
                vertex: "particles",
                fragmentElement: fragmentName
            }, ["position", "color", "options"], ["view", "projection"].concat(uniformsNames), ["diffuseSampler"].concat(samplers), defines, fallbacks, onCompiled, onError);
        };
        Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines) {
            var vertexShader = compileShader(this._gl, vertexCode, "vertex", defines);
            var fragmentShader = compileShader(this._gl, fragmentCode, "fragment", defines);
            var shaderProgram = this._gl.createProgram();
            this._gl.attachShader(shaderProgram, vertexShader);
            this._gl.attachShader(shaderProgram, fragmentShader);
            this._gl.linkProgram(shaderProgram);
            var linked = this._gl.getProgramParameter(shaderProgram, this._gl.LINK_STATUS);
            if (!linked) {
                var error = this._gl.getProgramInfoLog(shaderProgram);
                if (error) {
                    throw new Error(error);
                }
            }
            this._gl.deleteShader(vertexShader);
            this._gl.deleteShader(fragmentShader);
            return shaderProgram;
        };
        Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
            var results = [];
            for (var index = 0; index < uniformsNames.length; index++) {
                results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
            }
            return results;
        };
        Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
            var results = [];
            for (var index = 0; index < attributesNames.length; index++) {
                try {
                    results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
                }
                catch (e) {
                    results.push(-1);
                }
            }
            return results;
        };
        Engine.prototype.enableEffect = function (effect) {
            if (!effect || !effect.getAttributesCount() || this._currentEffect === effect) {
                if (effect && effect.onBind) {
                    effect.onBind(effect);
                }
                return;
            }
            this._vertexAttribArrays = this._vertexAttribArrays || [];
            // Use program
            this._gl.useProgram(effect.getProgram());
            for (var i in this._vertexAttribArrays) {
                if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
                    continue;
                }
                this._vertexAttribArrays[i] = false;
                this._gl.disableVertexAttribArray(i);
            }
            var attributesCount = effect.getAttributesCount();
            for (var index = 0; index < attributesCount; index++) {
                // Attributes
                var order = effect.getAttributeLocation(index);
                if (order >= 0) {
                    this._vertexAttribArrays[order] = true;
                    this._gl.enableVertexAttribArray(order);
                }
            }
            this._currentEffect = effect;
            if (effect.onBind) {
                effect.onBind(effect);
            }
        };
        Engine.prototype.setArray = function (uniform, array) {
            if (!uniform)
                return;
            this._gl.uniform1fv(uniform, array);
        };
        Engine.prototype.setArray2 = function (uniform, array) {
            if (!uniform || array.length % 2 !== 0)
                return;
            this._gl.uniform2fv(uniform, array);
        };
        Engine.prototype.setArray3 = function (uniform, array) {
            if (!uniform || array.length % 3 !== 0)
                return;
            this._gl.uniform3fv(uniform, array);
        };
        Engine.prototype.setArray4 = function (uniform, array) {
            if (!uniform || array.length % 4 !== 0)
                return;
            this._gl.uniform4fv(uniform, array);
        };
        Engine.prototype.setMatrices = function (uniform, matrices) {
            if (!uniform)
                return;
            this._gl.uniformMatrix4fv(uniform, false, matrices);
        };
        Engine.prototype.setMatrix = function (uniform, matrix) {
            if (!uniform)
                return;
            this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
        };
        Engine.prototype.setFloat = function (uniform, value) {
            if (!uniform)
                return;
            this._gl.uniform1f(uniform, value);
        };
        Engine.prototype.setFloat2 = function (uniform, x, y) {
            if (!uniform)
                return;
            this._gl.uniform2f(uniform, x, y);
        };
        Engine.prototype.setFloat3 = function (uniform, x, y, z) {
            if (!uniform)
                return;
            this._gl.uniform3f(uniform, x, y, z);
        };
        Engine.prototype.setBool = function (uniform, bool) {
            if (!uniform)
                return;
            this._gl.uniform1i(uniform, bool);
        };
        Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
            if (!uniform)
                return;
            this._gl.uniform4f(uniform, x, y, z, w);
        };
        Engine.prototype.setColor3 = function (uniform, color3) {
            if (!uniform)
                return;
            this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
        };
        Engine.prototype.setColor4 = function (uniform, color3, alpha) {
            if (!uniform)
                return;
            this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
        };
        // States
        Engine.prototype.setState = function (culling, zOffset, force) {
            if (zOffset === void 0) { zOffset = 0; }
            // Culling        
            if (this._depthCullingState.cull !== culling || force) {
                if (culling) {
                    this._depthCullingState.cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
                    this._depthCullingState.cull = true;
                }
                else {
                    this._depthCullingState.cull = false;
                }
            }
            // Z offset
            this._depthCullingState.zOffset = zOffset;
        };
        Engine.prototype.setDepthBuffer = function (enable) {
            this._depthCullingState.depthTest = enable;
        };
        Engine.prototype.getDepthWrite = function () {
            return this._depthCullingState.depthMask;
        };
        Engine.prototype.setDepthWrite = function (enable) {
            this._depthCullingState.depthMask = enable;
        };
        Engine.prototype.setColorWrite = function (enable) {
            this._gl.colorMask(enable, enable, enable, enable);
        };
        Engine.prototype.setAlphaMode = function (mode) {
            switch (mode) {
                case Engine.ALPHA_DISABLE:
                    this.setDepthWrite(true);
                    this._alphaState.alphaBlend = false;
                    break;
                case Engine.ALPHA_COMBINE:
                    this.setDepthWrite(false);
                    this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
                    this._alphaState.alphaBlend = true;
                    break;
                case Engine.ALPHA_ADD:
                    this.setDepthWrite(false);
                    this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
                    this._alphaState.alphaBlend = true;
                    break;
            }
            this._alphaMode = mode;
        };
        Engine.prototype.getAlphaMode = function () {
            return this._alphaMode;
        };
        Engine.prototype.setAlphaTesting = function (enable) {
            this._alphaTest = enable;
        };
        Engine.prototype.getAlphaTesting = function () {
            return this._alphaTest;
        };
        // Textures
        Engine.prototype.wipeCaches = function () {
            this._activeTexturesCache = [];
            this._currentEffect = null;
            this._depthCullingState.reset();
            this._alphaState.reset();
            this._cachedVertexBuffers = null;
            this._cachedIndexBuffer = null;
            this._cachedEffectForVertexBuffers = null;
        };
        Engine.prototype.setSamplingMode = function (texture, samplingMode) {
            var gl = this._gl;
            gl.bindTexture(gl.TEXTURE_2D, texture);
            var magFilter = gl.NEAREST;
            var minFilter = gl.NEAREST;
            if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
                magFilter = gl.LINEAR;
                minFilter = gl.LINEAR;
            }
            else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
                magFilter = gl.LINEAR;
                minFilter = gl.LINEAR_MIPMAP_LINEAR;
            }
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
            gl.bindTexture(gl.TEXTURE_2D, null);
            texture.samplingMode = samplingMode;
        };
        Engine.prototype.createTexture = function (url, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer) {
            var _this = this;
            if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
            if (onLoad === void 0) { onLoad = null; }
            if (onError === void 0) { onError = null; }
            if (buffer === void 0) { buffer = null; }
            var texture = this._gl.createTexture();
            var extension;
            var fromData = false;
            if (url.substr(0, 5) === "data:") {
                fromData = true;
            }
            if (!fromData)
                extension = url.substr(url.length - 4, 4).toLowerCase();
            else {
                var oldUrl = url;
                fromData = oldUrl.split(':');
                url = oldUrl;
                extension = fromData[1].substr(fromData[1].length - 4, 4).toLowerCase();
            }
            var isDDS = this.getCaps().s3tc && (extension === ".dds");
            var isTGA = (extension === ".tga");
            scene._addPendingData(texture);
            texture.url = url;
            texture.noMipmap = noMipmap;
            texture.references = 1;
            this._loadedTexturesCache.push(texture);
            var onerror = function () {
                scene._removePendingData(texture);
                if (onError) {
                    onError();
                }
            };
            if (isTGA) {
                var callback = function (arrayBuffer) {
                    var data = new Uint8Array(arrayBuffer);
                    var header = BABYLON.Internals.TGATools.GetTGAHeader(data);
                    prepareWebGLTexture(texture, _this._gl, scene, header.width, header.height, invertY, noMipmap, false, function () {
                        BABYLON.Internals.TGATools.UploadContent(_this._gl, data);
                        if (onLoad) {
                            onLoad();
                        }
                    }, samplingMode);
                };
                if (!(fromData instanceof Array))
                    BABYLON.Tools.LoadFile(url, function (arrayBuffer) {
                        callback(arrayBuffer);
                    }, onerror, scene.database, true);
                else
                    callback(buffer);
            }
            else if (isDDS) {
                callback = function (data) {
                    var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
                    var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap && ((info.width >> (info.mipmapCount - 1)) === 1);
                    prepareWebGLTexture(texture, _this._gl, scene, info.width, info.height, invertY, !loadMipmap, info.isFourCC, function () {
                        BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 1);
                        if (onLoad) {
                            onLoad();
                        }
                    }, samplingMode);
                };
                if (!(fromData instanceof Array))
                    BABYLON.Tools.LoadFile(url, function (data) {
                        callback(data);
                    }, onerror, scene.database, true);
                else
                    callback(buffer);
            }
            else {
                var onload = function (img) {
                    prepareWebGLTexture(texture, _this._gl, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight) {
                        var isPot = (img.width === potWidth && img.height === potHeight);
                        if (!isPot) {
                            _this._prepareWorkingCanvas();
                            _this._workingCanvas.width = potWidth;
                            _this._workingCanvas.height = potHeight;
                            if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
                                _this._workingContext.imageSmoothingEnabled = false;
                                _this._workingContext.mozImageSmoothingEnabled = false;
                                _this._workingContext.oImageSmoothingEnabled = false;
                                _this._workingContext.webkitImageSmoothingEnabled = false;
                                _this._workingContext.msImageSmoothingEnabled = false;
                            }
                            _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
                            if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
                                _this._workingContext.imageSmoothingEnabled = true;
                                _this._workingContext.mozImageSmoothingEnabled = true;
                                _this._workingContext.oImageSmoothingEnabled = true;
                                _this._workingContext.webkitImageSmoothingEnabled = true;
                                _this._workingContext.msImageSmoothingEnabled = true;
                            }
                        }
                        _this._gl.texImage2D(_this._gl.TEXTURE_2D, 0, _this._gl.RGBA, _this._gl.RGBA, _this._gl.UNSIGNED_BYTE, isPot ? img : _this._workingCanvas);
                        if (onLoad) {
                            onLoad();
                        }
                    }, samplingMode);
                };
                if (!(fromData instanceof Array))
                    BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
                else
                    BABYLON.Tools.LoadImage(buffer, onload, onerror, scene.database);
            }
            return texture;
        };
        Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode) {
            var texture = this._gl.createTexture();
            this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
            this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
            // Format
            var internalFormat = this._gl.RGBA;
            switch (format) {
                case Engine.TEXTUREFORMAT_ALPHA:
                    internalFormat = this._gl.ALPHA;
                    break;
                case Engine.TEXTUREFORMAT_LUMINANCE:
                    internalFormat = this._gl.LUMINANCE;
                    break;
                case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
                    internalFormat = this._gl.LUMINANCE_ALPHA;
                    break;
                case Engine.TEXTUREFORMAT_RGB:
                    internalFormat = this._gl.RGB;
                    break;
                case Engine.TEXTUREFORMAT_RGBA:
                    internalFormat = this._gl.RGBA;
                    break;
            }
            this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, width, height, 0, internalFormat, this._gl.UNSIGNED_BYTE, data);
            if (generateMipMaps) {
                this._gl.generateMipmap(this._gl.TEXTURE_2D);
            }
            // Filters
            var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl);
            this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
            this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
            this._gl.bindTexture(this._gl.TEXTURE_2D, null);
            this._activeTexturesCache = [];
            texture._baseWidth = width;
            texture._baseHeight = height;
            texture._width = width;
            texture._height = height;
            texture.isReady = true;
            texture.references = 1;
            texture.samplingMode = samplingMode;
            this._loadedTexturesCache.push(texture);
            return texture;
        };
        Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
            var texture = this._gl.createTexture();
            width = BABYLON.Tools.GetExponantOfTwo(width, this._caps.maxTextureSize);
            height = BABYLON.Tools.GetExponantOfTwo(height, this._caps.maxTextureSize);
            this._activeTexturesCache = [];
            texture._baseWidth = width;
            texture._baseHeight = height;
            texture._width = width;
            texture._height = height;
            texture.isReady = false;
            texture.generateMipMaps = generateMipMaps;
            texture.references = 1;
            texture.samplingMode = samplingMode;
            this.updateTextureSamplingMode(samplingMode, texture);
            this._loadedTexturesCache.push(texture);
            return texture;
        };
        Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
            var filters = getSamplingParameters(samplingMode, texture.generateMipMaps, this._gl);
            this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
            this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
            this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
            this._gl.bindTexture(this._gl.TEXTURE_2D, null);
        };
        Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY) {
            this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
            this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 1 : 0);
            this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, canvas);
            if (texture.generateMipMaps) {
                this._gl.generateMipmap(this._gl.TEXTURE_2D);
            }
            this._gl.bindTexture(this._gl.TEXTURE_2D, null);
            this._activeTexturesCache = [];
            texture.isReady = true;
        };
        Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
            this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
            this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 0 : 1); // Video are upside down by default
            // Scale the video if it is a NPOT using the current working canvas
            if (video.videoWidth !== texture._width || video.videoHeight !== texture._height) {
                if (!texture._workingCanvas) {
                    texture._workingCanvas = document.createElement("canvas");
                    texture._workingContext = texture._workingCanvas.getContext("2d");
                    texture._workingCanvas.width = texture._width;
                    texture._workingCanvas.height = texture._height;
                }
                texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture._width, texture._height);
                this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
            }
            else {
                this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
            }
            if (texture.generateMipMaps) {
                this._gl.generateMipmap(this._gl.TEXTURE_2D);
            }
            this._gl.bindTexture(this._gl.TEXTURE_2D, null);
            this._activeTexturesCache = [];
            texture.isReady = true;
        };
        Engine.prototype.createRenderTargetTexture = function (size, options) {
            // old version had a "generateMipMaps" arg instead of options.
            // if options.generateMipMaps is undefined, consider that options itself if the generateMipmaps value
            // in the same way, generateDepthBuffer is defaulted to true
            var generateMipMaps = false;
            var generateDepthBuffer = true;
            var type = Engine.TEXTURETYPE_UNSIGNED_INT;
            var samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
            if (options !== undefined) {
                generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipmaps;
                generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
                type = options.type === undefined ? type : options.type;
                if (options.samplingMode !== undefined) {
                    samplingMode = options.samplingMode;
                }
                if (type === Engine.TEXTURETYPE_FLOAT) {
                    // if floating point (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
                    samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE;
                }
            }
            var gl = this._gl;
            var texture = gl.createTexture();
            gl.bindTexture(gl.TEXTURE_2D, texture);
            var width = size.width || size;
            var height = size.height || size;
            var filters = getSamplingParameters(samplingMode, generateMipMaps, gl);
            if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
                type = Engine.TEXTURETYPE_UNSIGNED_INT;
                BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
            }
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, getWebGLTextureType(gl, type), null);
            var depthBuffer;
            // Create the depth buffer
            if (generateDepthBuffer) {
                depthBuffer = gl.createRenderbuffer();
                gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
                gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
            }
            // Create the framebuffer
            var framebuffer = gl.createFramebuffer();
            gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
            gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
            if (generateDepthBuffer) {
                gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
            }
            // Unbind
            gl.bindTexture(gl.TEXTURE_2D, null);
            gl.bindRenderbuffer(gl.RENDERBUFFER, null);
            gl.bindFramebuffer(gl.FRAMEBUFFER, null);
            texture._framebuffer = framebuffer;
            if (generateDepthBuffer) {
                texture._depthBuffer = depthBuffer;
            }
            texture._width = width;
            texture._height = height;
            texture.isReady = true;
            texture.generateMipMaps = generateMipMaps;
            texture.references = 1;
            texture.samplingMode = samplingMode;
            this._activeTexturesCache = [];
            this._loadedTexturesCache.push(texture);
            return texture;
        };
        Engine.prototype.createCubeTexture = function (rootUrl, scene, extensions, noMipmap) {
            var _this = this;
            var gl = this._gl;
            var texture = gl.createTexture();
            texture.isCube = true;
            texture.url = rootUrl;
            texture.references = 1;
            this._loadedTexturesCache.push(texture);
            var extension = rootUrl.substr(rootUrl.length - 4, 4).toLowerCase();
            var isDDS = this.getCaps().s3tc && (extension === ".dds");
            if (isDDS) {
                BABYLON.Tools.LoadFile(rootUrl, function (data) {
                    var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
                    var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap;
                    gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
                    gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
                    BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 6);
                    if (!noMipmap && !info.isFourCC && info.mipmapCount === 1) {
                        gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
                    }
                    gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
                    gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
                    gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
                    gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
                    gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
                    _this._activeTexturesCache = [];
                    texture._width = info.width;
                    texture._height = info.height;
                    texture.isReady = true;
                }, null, null, true);
            }
            else {
                cascadeLoad(rootUrl, scene, function (imgs) {
                    var width = BABYLON.Tools.GetExponantOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize);
                    var height = width;
                    _this._prepareWorkingCanvas();
                    _this._workingCanvas.width = width;
                    _this._workingCanvas.height = height;
                    var faces = [
                        gl.TEXTURE_CUBE_MAP_POSITIVE_X,
                        gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
                        gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
                        gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
                        gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
                        gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
                    ];
                    gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
                    gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
                    for (var index = 0; index < faces.length; index++) {
                        _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
                        gl.texImage2D(faces[index], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, _this._workingCanvas);
                    }
                    if (!noMipmap) {
                        gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
                    }
                    gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
                    gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, noMipmap ? gl.LINEAR : gl.LINEAR_MIPMAP_LINEAR);
                    gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
                    gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
                    gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
                    _this._activeTexturesCache = [];
                    texture._width = width;
                    texture._height = height;
                    texture.isReady = true;
                }, extensions);
            }
            return texture;
        };
        Engine.prototype._releaseTexture = function (texture) {
            var gl = this._gl;
            if (texture._framebuffer) {
                gl.deleteFramebuffer(texture._framebuffer);
            }
            if (texture._depthBuffer) {
                gl.deleteRenderbuffer(texture._depthBuffer);
            }
            gl.deleteTexture(texture);
            for (var channel = 0; channel < this._caps.maxTexturesImageUnits; channel++) {
                this._gl.activeTexture(this._gl["TEXTURE" + channel]);
                this._gl.bindTexture(this._gl.TEXTURE_2D, null);
                this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
                this._activeTexturesCache[channel] = null;
            }
            var index = this._loadedTexturesCache.indexOf(texture);
            if (index !== -1) {
                this._loadedTexturesCache.splice(index, 1);
            }
        };
        Engine.prototype.bindSamplers = function (effect) {
            this._gl.useProgram(effect.getProgram());
            var samplers = effect.getSamplers();
            for (var index = 0; index < samplers.length; index++) {
                var uniform = effect.getUniform(samplers[index]);
                this._gl.uniform1i(uniform, index);
            }
            this._currentEffect = null;
        };
        Engine.prototype._bindTexture = function (channel, texture) {
            this._gl.activeTexture(this._gl["TEXTURE" + channel]);
            this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
            this._activeTexturesCache[channel] = null;
        };
        Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
            this._bindTexture(channel, postProcess._textures.data[postProcess._currentRenderTextureInd]);
        };
        Engine.prototype.setTexture = function (channel, texture) {
            if (channel < 0) {
                return;
            }
            // Not ready?
            if (!texture || !texture.isReady()) {
                if (this._activeTexturesCache[channel] != null) {
                    this._gl.activeTexture(this._gl["TEXTURE" + channel]);
                    this._gl.bindTexture(this._gl.TEXTURE_2D, null);
                    this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
                    this._activeTexturesCache[channel] = null;
                }
                return;
            }
            // Video
            if (texture instanceof BABYLON.VideoTexture) {
                if (texture.update()) {
                    this._activeTexturesCache[channel] = null;
                }
            }
            else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) {
                texture.delayLoad();
                return;
            }
            if (this._activeTexturesCache[channel] === texture) {
                return;
            }
            this._activeTexturesCache[channel] = texture;
            var internalTexture = texture.getInternalTexture();
            this._gl.activeTexture(this._gl["TEXTURE" + channel]);
            if (internalTexture.isCube) {
                this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, internalTexture);
                if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
                    internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
                    // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE.  All other modes use REPEAT.
                    var textureWrapMode = (texture.coordinatesMode !== BABYLON.Texture.CUBIC_MODE && texture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
                    this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode);
                    this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
                }
                this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
            }
            else {
                this._gl.bindTexture(this._gl.TEXTURE_2D, internalTexture);
                if (internalTexture._cachedWrapU !== texture.wrapU) {
                    internalTexture._cachedWrapU = texture.wrapU;
                    switch (texture.wrapU) {
                        case BABYLON.Texture.WRAP_ADDRESSMODE:
                            this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.REPEAT);
                            break;
                        case BABYLON.Texture.CLAMP_ADDRESSMODE:
                            this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);
                            break;
                        case BABYLON.Texture.MIRROR_ADDRESSMODE:
                            this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.MIRRORED_REPEAT);
                            break;
                    }
                }
                if (internalTexture._cachedWrapV !== texture.wrapV) {
                    internalTexture._cachedWrapV = texture.wrapV;
                    switch (texture.wrapV) {
                        case BABYLON.Texture.WRAP_ADDRESSMODE:
                            this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.REPEAT);
                            break;
                        case BABYLON.Texture.CLAMP_ADDRESSMODE:
                            this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);
                            break;
                        case BABYLON.Texture.MIRROR_ADDRESSMODE:
                            this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.MIRRORED_REPEAT);
                            break;
                    }
                }
                this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
            }
        };
        Engine.prototype._setAnisotropicLevel = function (key, texture) {
            var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
            var value = texture.anisotropicFilteringLevel;
            if (texture.getInternalTexture().samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
                value = 1;
            }
            if (anisotropicFilterExtension && texture._cachedAnisotropicFilteringLevel !== value) {
                this._gl.texParameterf(key, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy));
                texture._cachedAnisotropicFilteringLevel = value;
            }
        };
        Engine.prototype.readPixels = function (x, y, width, height) {
            var data = new Uint8Array(height * width * 4);
            this._gl.readPixels(0, 0, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
            return data;
        };
        // Dispose
        Engine.prototype.dispose = function () {
            this.hideLoadingUI();
            this.stopRenderLoop();
            while (this.scenes.length) {
                this.scenes[0].dispose();
            }
            // Release audio engine
            Engine.audioEngine.dispose();
            for (var name in this._compiledEffects) {
                this._gl.deleteProgram(this._compiledEffects[name]._program);
            }
            for (var i in this._vertexAttribArrays) {
                if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
                    continue;
                }
                this._gl.disableVertexAttribArray(i);
            }
            // Events
            window.removeEventListener("blur", this._onBlur);
            window.removeEventListener("focus", this._onFocus);
            document.removeEventListener("fullscreenchange", this._onFullscreenChange);
            document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
            document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
            document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
            document.removeEventListener("pointerlockchange", this._onPointerLockChange);
            document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
            document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
            document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
        };
        // Loading screen
        Engine.prototype.displayLoadingUI = function () {
            var _this = this;
            this._loadingDiv = document.createElement("div");
            this._loadingDiv.style.opacity = "0";
            this._loadingDiv.style.transition = "opacity 1.5s ease";
            // Loading text
            this._loadingTextDiv = document.createElement("div");
            this._loadingTextDiv.style.position = "absolute";
            this._loadingTextDiv.style.left = "0";
            this._loadingTextDiv.style.top = "50%";
            this._loadingTextDiv.style.marginTop = "80px";
            this._loadingTextDiv.style.width = "100%";
            this._loadingTextDiv.style.height = "20px";
            this._loadingTextDiv.style.fontFamily = "Arial";
            this._loadingTextDiv.style.fontSize = "14px";
            this._loadingTextDiv.style.color = "white";
            this._loadingTextDiv.style.textAlign = "center";
            this._loadingTextDiv.innerHTML = "Loading";
            this._loadingDiv.appendChild(this._loadingTextDiv);
            // Loading img
            var imgBack = new Image();
            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==";
            imgBack.style.position = "absolute";
            imgBack.style.left = "50%";
            imgBack.style.top = "50%";
            imgBack.style.marginLeft = "-50px";
            imgBack.style.marginTop = "-50px";
            imgBack.style.transition = "transform 1.0s ease";
            imgBack.style.webkitTransition = "-webkit-transform 1.0s ease";
            var deg = 360;
            var onTransitionEnd = function () {
                deg += 360;
                imgBack.style.transform = "rotateZ(" + deg + "deg)";
                imgBack.style.webkitTransform = "rotateZ(" + deg + "deg)";
            };
            imgBack.addEventListener("transitionend", onTransitionEnd);
            imgBack.addEventListener("webkitTransitionEnd", onTransitionEnd);
            this._loadingDiv.appendChild(imgBack);
            // front image
            var imgFront = new Image();
            imgFront.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGQAAABkCAYAAABw4pVUAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuM4zml1AAAAYJSURBVHhe7Zy/qx1FFMff/2Av2Nvbi4WFiiAEY/OQ2IgQsbCJQoqkCAgpFLXyoZURLfwBIiIpgqZJoYQYlWelNsIrNOxDJcrzfHe+G97dnTl75u7euzv7zgcWHrlnZmfOmXPmzI/NjuM4juM4juM4juM4juM4juM4juM4juM45fPic08/uHf5/CvffH7lnT8PfrtxdHS0n3p+/fHGl5+89/prr5599iEWd8bg0rkXHoFyqehKnlxQpjYSDHTm9JMPsGrHylOPPXofvICKXMcIGtXdf/76AYbm6xyNW9e/eAtKC7rbKLXnvHHx5Sf4auc4Ek7OQkFU1Dap/vv37k/wSjblZANFiFIGzw98hhizwqBgs04mCBdQRNCHidoAEtY+lLIvtSdoGFeyql2ZH57HBH4sE7O+o/r9l+8/ZXUni68+2jsHBQQ9qNRGeP/tSxdSYQX/roUcpL4/f3vtM9TD+jTq92n1LQ7jxF1hhGPtwWL3gGccy8JuS1r8sVWBGXNVdSKMYjBGPUJjCzooiGuSpnwlnnOGP2dhHRSLNgpHp2oMKIriK8TmG4Qh/rwW8D6pps9b9im+LDDipXOqMVJrAngBfg9i98gevWKA+/nnCod3Dr5GfaHaDgidVym6HKRjGIkpqthcAVKGxNqBImbEo66kjCih8AOpNmkUmbMuUrR8kEqiU6FvHZLGAPJ71JCYSyhiBqmwFE2GoD6jLGIfDHtG6EzoU4dK21PCqIRMEF0FGRjFzGDtIkXVAdATvsqfT9CJ0JcOFdYiFIsiMlqYy1YOFpQo2OddqBtyEaq9y+efoVh5oPHoROjLKn0j3JIE5Ka8UqZRtGrMnneX6yVofOhDh94MSbznTcpqmDOt1vyQzOgaJAF4F3JBfIXesrNEGWWmjIX7UBZ6jRJbBMLg/DmJiKUGVHleIpnVNTa+jakzkAviJqLhi4MC9XQGBrZeKJZESSrKy7ik0VGFWhQBRDTHIACKQ5l9nAjy75gya4a2w+Jhs0FJdc0xX/GwUbAqFBkZi7QpJ2w16WUbjFyK9MJF3KaoEM74KhVtLrQOrsmRxkbdHEqmSC/c+EuGnIFkjW7Ih2Kr4CCMIvNG2hrrgLpCjiFloooYCjyYrzCRyvhyBthkIPuQtsZGdnbMTezyDiU71KTC5zr7aVsHbsz2tllrEkS5UHwU1tq1HbtPW4UbeB0O7xx8R5EsMJql+BheUmHjkNVmIRP7LutoM3+D4O4tG7vCkNO9ESZ4lL3J6rKRMPx4qKbD/A0icf8CG7tC7kTahnMTwleuYSrsS7GatRAvfZh1tTm5BmmQCdZ8a0Sefe28xUrRBkmFLKy8KTIKUDRX0Y1xagPgwbaIdeFnQULmKak3xvwNMkVGgok/N5XNoehJvejRlCDl9escI28dJU0tZ++nBTJE9mEF647x5Ehbo4s5hDOKFIU0PdofeA5F5k1q63zIWmQqNI/P3ZubjFTqKxQ3jyjHAOX0RdlgVO9hzRFpczRcjZ3Gbxxpc7Qj6+5pTYF2OFXawNI+yDGf1k2NcvOlzBQeDQ/t7zD7DsEDpJ2xATXaNtDWUS4IzP4DS2ljajAVu57SUkYw245ptxZxA5JiZaJ0DswudGn3kYUy54426EjoT4dZfYbccxC2nI92cDkZHQr96jD4AGkMDKeSy/COBsRe6VTSKFN6irLeaCh3IteQjt1E5+oudsG/b/2DfZ5AqsYo8vMDK9LB1HzSsLWvlGThdxXvC6+NsqyPPWP0pMINtbdsajfVeC6f/GZ+cdAofQoB1d+Hf9waY98I7+RXWab3Lt4zYkjHtTnlOLXHYMsCh1zWeQYehu1zfNPOOiys/d91LAKEBSgh6MJMbSA82AaHofDgAIwbgvVvlLNS11nModMm4UZergLHZBZrodmBuA3lBB1thdorSjkOmATMDwg/UBQVtglqQyx6fbEJ+H3IWIapjYAjAfeIgeCMHldueJvFaqDaAHhwf8qNsEEQ1iQbOoUUGIbCLRc8+Bvfp4jyd2FEijuO4ziO4ziO4ziO4ziO4ziO4ziO4ziOUzw7O/8D0P7rcZ/GEboAAAAASUVORK5CYII=";
            imgFront.style.position = "absolute";
            imgFront.style.left = "50%";
            imgFront.style.top = "50%";
            imgFront.style.marginLeft = "-50px";
            imgFront.style.marginTop = "-50px";
            this._loadingDiv.appendChild(imgFront);
            // Resize
            this._resizeLoadingUI = function () {
                var canvasRect = _this.getRenderingCanvasClientRect();
                _this._loadingDiv.style.position = "absolute";
                _this._loadingDiv.style.left = canvasRect.left + "px";
                _this._loadingDiv.style.top = canvasRect.top + "px";
                _this._loadingDiv.style.width = canvasRect.width + "px";
                _this._loadingDiv.style.height = canvasRect.height + "px";
            };
            this._resizeLoadingUI();
            window.addEventListener("resize", this._resizeLoadingUI);
            this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
            document.body.appendChild(this._loadingDiv);
            setTimeout(function () {
                _this._loadingDiv.style.opacity = "1";
                imgBack.style.transform = "rotateZ(360deg)";
                imgBack.style.webkitTransform = "rotateZ(360deg)";
            }, 0);
        };
        Object.defineProperty(Engine.prototype, "loadingUIText", {
            set: function (text) {
                if (!this._loadingDiv) {
                    return;
                }
                this._loadingTextDiv.innerHTML = text;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
            get: function () {
                return this._loadingDivBackgroundColor;
            },
            set: function (color) {
                this._loadingDivBackgroundColor = color;
                if (!this._loadingDiv) {
                    return;
                }
                this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
            },
            enumerable: true,
            configurable: true
        });
        Engine.prototype.hideLoadingUI = function () {
            var _this = this;
            if (!this._loadingDiv) {
                return;
            }
            var onTransitionEnd = function () {
                if (!_this._loadingDiv) {
                    return;
                }
                document.body.removeChild(_this._loadingDiv);
                window.removeEventListener("resize", _this._resizeLoadingUI);
                _this._loadingDiv = null;
            };
            this._loadingDiv.style.opacity = "0";
            this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
        };
        // FPS
        Engine.prototype.getFps = function () {
            return this.fps;
        };
        Engine.prototype.getDeltaTime = function () {
            return this.deltaTime;
        };
        Engine.prototype._measureFps = function () {
            this.previousFramesDuration.push(BABYLON.Tools.Now);
            var length = this.previousFramesDuration.length;
            if (length >= 2) {
                this.deltaTime = this.previousFramesDuration[length - 1] - this.previousFramesDuration[length - 2];
            }
            if (length >= this.fpsRange) {
                if (length > this.fpsRange) {
                    this.previousFramesDuration.splice(0, 1);
                    length = this.previousFramesDuration.length;
                }
                var sum = 0;
                for (var id = 0; id < length - 1; id++) {
                    sum += this.previousFramesDuration[id + 1] - this.previousFramesDuration[id];
                }
                this.fps = 1000.0 / (sum / (length - 1));
            }
        };
        // Statics
        Engine.isSupported = function () {
            try {
                // Avoid creating an unsized context for CocoonJS, since size determined on first creation.  Is not resizable
                if (navigator.isCocoonJS) {
                    return true;
                }
                var tempcanvas = document.createElement("canvas");
                var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
                return gl != null && !!window.WebGLRenderingContext;
            }
            catch (e) {
                return false;
            }
        };
        // Const statics
        Engine._ALPHA_DISABLE = 0;
        Engine._ALPHA_ADD = 1;
        Engine._ALPHA_COMBINE = 2;
        Engine._DELAYLOADSTATE_NONE = 0;
        Engine._DELAYLOADSTATE_LOADED = 1;
        Engine._DELAYLOADSTATE_LOADING = 2;
        Engine._DELAYLOADSTATE_NOTLOADED = 4;
        Engine._TEXTUREFORMAT_ALPHA = 0;
        Engine._TEXTUREFORMAT_LUMINANCE = 1;
        Engine._TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
        Engine._TEXTUREFORMAT_RGB = 4;
        Engine._TEXTUREFORMAT_RGBA = 4;
        Engine._TEXTURETYPE_UNSIGNED_INT = 0;
        Engine._TEXTURETYPE_FLOAT = 1;
        // Updatable statics so stick with vars here
        Engine.Epsilon = 0.001;
        Engine.CollisionsEpsilon = 0.001;
        Engine.ShadersRepository = "Babylon/Shaders/";
        return Engine;
    })();
    BABYLON.Engine = Engine;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.engine.js.mapvar BABYLON;
(function (BABYLON) {
    /**
     * Node is the basic class for all scene objects (Mesh, Light Camera).
     */
    var Node = (function () {
        /**
         * @constructor
         * @param {string} name - the name and id to be given to this node
         * @param {BABYLON.Scene} the scene this node will be added to
         */
        function Node(name, scene) {
            this.state = "";
            this.animations = new Array();
            this._childrenFlag = -1;
            this._isEnabled = true;
            this._isReady = true;
            this._currentRenderId = -1;
            this._parentRenderId = -1;
            this.name = name;
            this.id = name;
            this._scene = scene;
            this._initCache();
        }
        Node.prototype.getScene = function () {
            return this._scene;
        };
        Node.prototype.getEngine = function () {
            return this._scene.getEngine();
        };
        // override it in derived class
        Node.prototype.getWorldMatrix = function () {
            return BABYLON.Matrix.Identity();
        };
        // override it in derived class if you add new variables to the cache
        // and call the parent class method
        Node.prototype._initCache = function () {
            this._cache = {};
            this._cache.parent = undefined;
        };
        Node.prototype.updateCache = function (force) {
            if (!force && this.isSynchronized())
                return;
            this._cache.parent = this.parent;
            this._updateCache();
        };
        // override it in derived class if you add new variables to the cache
        // and call the parent class method if !ignoreParentClass
        Node.prototype._updateCache = function (ignoreParentClass) {
        };
        // override it in derived class if you add new variables to the cache
        Node.prototype._isSynchronized = function () {
            return true;
        };
        Node.prototype.isSynchronizedWithParent = function () {
            if (!this.parent) {
                return true;
            }
            if (this._parentRenderId !== this.parent._currentRenderId) {
                return false;
            }
            this._parentRenderId = this.parent._currentRenderId;
            return this.parent._currentRenderId <= this._currentRenderId && this.parent.isSynchronized();
        };
        Node.prototype.isSynchronized = function (updateCache) {
            var check = this.hasNewParent();
            check = check || !this.isSynchronizedWithParent();
            check = check || !this._isSynchronized();
            if (updateCache)
                this.updateCache(true);
            return !check;
        };
        Node.prototype.hasNewParent = function (update) {
            if (this._cache.parent === this.parent)
                return false;
            if (update)
                this._cache.parent = this.parent;
            return true;
        };
        /**
         * Is this node ready to be used/rendered
         * @return {boolean} is it ready
         */
        Node.prototype.isReady = function () {
            return this._isReady;
        };
        /**
         * Is this node enabled.
         * If the node has a parent and is enabled, the parent will be inspected as well.
         * @return {boolean} whether this node (and its parent) is enabled.
         * @see setEnabled
         */
        Node.prototype.isEnabled = function () {
            if (!this._isEnabled) {
                return false;
            }
            if (this.parent) {
                return this.parent.isEnabled();
            }
            return true;
        };
        /**
         * Set the enabled state of this node.
         * @param {boolean} value - the new enabled state
         * @see isEnabled
         */
        Node.prototype.setEnabled = function (value) {
            this._isEnabled = value;
        };
        /**
         * Is this node a descendant of the given node.
         * The function will iterate up the hierarchy until the ancestor was found or no more parents defined.
         * @param {BABYLON.Node} ancestor - The parent node to inspect
         * @see parent
         */
        Node.prototype.isDescendantOf = function (ancestor) {
            if (this.parent) {
                if (this.parent === ancestor) {
                    return true;
                }
                return this.parent.isDescendantOf(ancestor);
            }
            return false;
        };
        Node.prototype._getDescendants = function (list, results) {
            for (var index = 0; index < list.length; index++) {
                var item = list[index];
                if (item.isDescendantOf(this)) {
                    results.push(item);
                }
            }
        };
        /**
         * Will return all nodes that have this node as parent.
         * @return {BABYLON.Node[]} all children nodes of all types.
         */
        Node.prototype.getDescendants = function () {
            var results = [];
            this._getDescendants(this._scene.meshes, results);
            this._getDescendants(this._scene.lights, results);
            this._getDescendants(this._scene.cameras, results);
            return results;
        };
        Node.prototype._setReady = function (state) {
            if (state == this._isReady) {
                return;
            }
            if (!state) {
                this._isReady = false;
                return;
            }
            this._isReady = true;
            if (this.onReady) {
                this.onReady(this);
            }
        };
        return Node;
    })();
    BABYLON.Node = Node;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.node.js.mapvar BABYLON;
(function (BABYLON) {
    var BoundingSphere = (function () {
        function BoundingSphere(minimum, maximum) {
            this.minimum = minimum;
            this.maximum = maximum;
            this._tempRadiusVector = BABYLON.Vector3.Zero();
            var distance = BABYLON.Vector3.Distance(minimum, maximum);
            this.center = BABYLON.Vector3.Lerp(minimum, maximum, 0.5);
            this.radius = distance * 0.5;
            this.centerWorld = BABYLON.Vector3.Zero();
            this._update(BABYLON.Matrix.Identity());
        }
        // Methods
        BoundingSphere.prototype._update = function (world) {
            BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
            BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
            this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
        };
        BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
            for (var i = 0; i < 6; i++) {
                if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
                    return false;
            }
            return true;
        };
        BoundingSphere.prototype.intersectsPoint = function (point) {
            var x = this.centerWorld.x - point.x;
            var y = this.centerWorld.y - point.y;
            var z = this.centerWorld.z - point.z;
            var distance = Math.sqrt((x * x) + (y * y) + (z * z));
            if (Math.abs(this.radiusWorld - distance) < BABYLON.Engine.Epsilon)
                return false;
            return true;
        };
        // Statics
        BoundingSphere.Intersects = function (sphere0, sphere1) {
            var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
            var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
            var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
            var distance = Math.sqrt((x * x) + (y * y) + (z * z));
            if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
                return false;
            return true;
        };
        return BoundingSphere;
    })();
    BABYLON.BoundingSphere = BoundingSphere;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.boundingSphere.js.mapvar BABYLON;
(function (BABYLON) {
    var BoundingBox = (function () {
        function BoundingBox(minimum, maximum) {
            this.minimum = minimum;
            this.maximum = maximum;
            this.vectors = new Array();
            this.vectorsWorld = new Array();
            // Bounding vectors            
            this.vectors.push(this.minimum.clone());
            this.vectors.push(this.maximum.clone());
            this.vectors.push(this.minimum.clone());
            this.vectors[2].x = this.maximum.x;
            this.vectors.push(this.minimum.clone());
            this.vectors[3].y = this.maximum.y;
            this.vectors.push(this.minimum.clone());
            this.vectors[4].z = this.maximum.z;
            this.vectors.push(this.maximum.clone());
            this.vectors[5].z = this.minimum.z;
            this.vectors.push(this.maximum.clone());
            this.vectors[6].x = this.minimum.x;
            this.vectors.push(this.maximum.clone());
            this.vectors[7].y = this.minimum.y;
            // OBB
            this.center = this.maximum.add(this.minimum).scale(0.5);
            this.extendSize = this.maximum.subtract(this.minimum).scale(0.5);
            this.directions = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
            for (var index = 0; index < this.vectors.length; index++) {
                this.vectorsWorld[index] = BABYLON.Vector3.Zero();
            }
            this.minimumWorld = BABYLON.Vector3.Zero();
            this.maximumWorld = BABYLON.Vector3.Zero();
            this._update(BABYLON.Matrix.Identity());
        }
        // Methods
        BoundingBox.prototype.getWorldMatrix = function () {
            return this._worldMatrix;
        };
        BoundingBox.prototype._update = function (world) {
            BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this.minimumWorld);
            BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this.maximumWorld);
            for (var index = 0; index < this.vectors.length; index++) {
                var v = this.vectorsWorld[index];
                BABYLON.Vector3.TransformCoordinatesToRef(this.vectors[index], world, v);
                if (v.x < this.minimumWorld.x)
                    this.minimumWorld.x = v.x;
                if (v.y < this.minimumWorld.y)
                    this.minimumWorld.y = v.y;
                if (v.z < this.minimumWorld.z)
                    this.minimumWorld.z = v.z;
                if (v.x > this.maximumWorld.x)
                    this.maximumWorld.x = v.x;
                if (v.y > this.maximumWorld.y)
                    this.maximumWorld.y = v.y;
                if (v.z > this.maximumWorld.z)
                    this.maximumWorld.z = v.z;
            }
            // OBB
            this.maximumWorld.addToRef(this.minimumWorld, this.center);
            this.center.scaleInPlace(0.5);
            BABYLON.Vector3.FromFloatArrayToRef(world.m, 0, this.directions[0]);
            BABYLON.Vector3.FromFloatArrayToRef(world.m, 4, this.directions[1]);
            BABYLON.Vector3.FromFloatArrayToRef(world.m, 8, this.directions[2]);
            this._worldMatrix = world;
        };
        BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
            return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
        };
        BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
            return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
        };
        BoundingBox.prototype.intersectsPoint = function (point) {
            var delta = BABYLON.Engine.Epsilon;
            if (this.maximumWorld.x - point.x < delta || delta > point.x - this.minimumWorld.x)
                return false;
            if (this.maximumWorld.y - point.y < delta || delta > point.y - this.minimumWorld.y)
                return false;
            if (this.maximumWorld.z - point.z < delta || delta > point.z - this.minimumWorld.z)
                return false;
            return true;
        };
        BoundingBox.prototype.intersectsSphere = function (sphere) {
            return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
        };
        BoundingBox.prototype.intersectsMinMax = function (min, max) {
            if (this.maximumWorld.x < min.x || this.minimumWorld.x > max.x)
                return false;
            if (this.maximumWorld.y < min.y || this.minimumWorld.y > max.y)
                return false;
            if (this.maximumWorld.z < min.z || this.minimumWorld.z > max.z)
                return false;
            return true;
        };
        // Statics
        BoundingBox.Intersects = function (box0, box1) {
            if (box0.maximumWorld.x < box1.minimumWorld.x || box0.minimumWorld.x > box1.maximumWorld.x)
                return false;
            if (box0.maximumWorld.y < box1.minimumWorld.y || box0.minimumWorld.y > box1.maximumWorld.y)
                return false;
            if (box0.maximumWorld.z < box1.minimumWorld.z || box0.minimumWorld.z > box1.maximumWorld.z)
                return false;
            return true;
        };
        BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
            var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint);
            var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
            return (num <= (sphereRadius * sphereRadius));
        };
        BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
            for (var p = 0; p < 6; p++) {
                for (var i = 0; i < 8; i++) {
                    if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
                        return false;
                    }
                }
            }
            return true;
        };
        BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
            for (var p = 0; p < 6; p++) {
                var inCount = 8;
                for (var i = 0; i < 8; i++) {
                    if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
                        --inCount;
                    }
                    else {
                        break;
                    }
                }
                if (inCount === 0)
                    return false;
            }
            return true;
        };
        return BoundingBox;
    })();
    BABYLON.BoundingBox = BoundingBox;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.boundingBox.js.mapvar BABYLON;
(function (BABYLON) {
    var computeBoxExtents = function (axis, box) {
        var p = BABYLON.Vector3.Dot(box.center, axis);
        var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
        var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
        var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
        var r = r0 + r1 + r2;
        return {
            min: p - r,
            max: p + r
        };
    };
    var extentsOverlap = function (min0, max0, min1, max1) { return !(min0 > max1 || min1 > max0); };
    var axisOverlap = function (axis, box0, box1) {
        var result0 = computeBoxExtents(axis, box0);
        var result1 = computeBoxExtents(axis, box1);
        return extentsOverlap(result0.min, result0.max, result1.min, result1.max);
    };
    var BoundingInfo = (function () {
        function BoundingInfo(minimum, maximum) {
            this.minimum = minimum;
            this.maximum = maximum;
            this.boundingBox = new BABYLON.BoundingBox(minimum, maximum);
            this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum);
        }
        // Methods
        BoundingInfo.prototype._update = function (world) {
            this.boundingBox._update(world);
            this.boundingSphere._update(world);
        };
        BoundingInfo.prototype.isInFrustum = function (frustumPlanes) {
            if (!this.boundingSphere.isInFrustum(frustumPlanes))
                return false;
            return this.boundingBox.isInFrustum(frustumPlanes);
        };
        BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
            return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
        };
        BoundingInfo.prototype._checkCollision = function (collider) {
            return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
        };
        BoundingInfo.prototype.intersectsPoint = function (point) {
            if (!this.boundingSphere.centerWorld) {
                return false;
            }
            if (!this.boundingSphere.intersectsPoint(point)) {
                return false;
            }
            if (!this.boundingBox.intersectsPoint(point)) {
                return false;
            }
            return true;
        };
        BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
            if (!this.boundingSphere.centerWorld || !boundingInfo.boundingSphere.centerWorld) {
                return false;
            }
            if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
                return false;
            }
            if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
                return false;
            }
            if (!precise) {
                return true;
            }
            var box0 = this.boundingBox;
            var box1 = boundingInfo.boundingBox;
            if (!axisOverlap(box0.directions[0], box0, box1))
                return false;
            if (!axisOverlap(box0.directions[1], box0, box1))
                return false;
            if (!axisOverlap(box0.directions[2], box0, box1))
                return false;
            if (!axisOverlap(box1.directions[0], box0, box1))
                return false;
            if (!axisOverlap(box1.directions[1], box0, box1))
                return false;
            if (!axisOverlap(box1.directions[2], box0, box1))
                return false;
            if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1))
                return false;
            if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1))
                return false;
            if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1))
                return false;
            if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1))
                return false;
            if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1))
                return false;
            if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1))
                return false;
            if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1))
                return false;
            if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1))
                return false;
            if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1))
                return false;
            return true;
        };
        return BoundingInfo;
    })();
    BABYLON.BoundingInfo = BoundingInfo;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.boundingInfo.js.map
var BABYLON;
(function (BABYLON) {
    var Light = (function (_super) {
        __extends(Light, _super);
        function Light(name, scene) {
            _super.call(this, name, scene);
            this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
            this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
            this.intensity = 1.0;
            this.range = Number.MAX_VALUE;
            this.includeOnlyWithLayerMask = 0;
            this.includedOnlyMeshes = new Array();
            this.excludedMeshes = new Array();
            this._excludedMeshesIds = new Array();
            this._includedOnlyMeshesIds = new Array();
            scene.addLight(this);
        }
        Light.prototype.getShadowGenerator = function () {
            return this._shadowGenerator;
        };
        Light.prototype.getAbsolutePosition = function () {
            return BABYLON.Vector3.Zero();
        };
        Light.prototype.transferToEffect = function (effect, uniformName0, uniformName1) {
        };
        Light.prototype._getWorldMatrix = function () {
            return BABYLON.Matrix.Identity();
        };
        Light.prototype.canAffectMesh = function (mesh) {
            if (!mesh) {
                return true;
            }
            if (this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
                return false;
            }
            if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
                return false;
            }
            if (this.includeOnlyWithLayerMask !== 0 && this.includeOnlyWithLayerMask !== mesh.layerMask) {
                return false;
            }
            return true;
        };
        Light.prototype.getWorldMatrix = function () {
            this._currentRenderId = this.getScene().getRenderId();
            var worldMatrix = this._getWorldMatrix();
            if (this.parent && this.parent.getWorldMatrix) {
                if (!this._parentedWorldMatrix) {
                    this._parentedWorldMatrix = BABYLON.Matrix.Identity();
                }
                worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._parentedWorldMatrix);
                return this._parentedWorldMatrix;
            }
            return worldMatrix;
        };
        Light.prototype.dispose = function () {
            if (this._shadowGenerator) {
                this._shadowGenerator.dispose();
                this._shadowGenerator = null;
            }
            // Remove from scene
            this.getScene().removeLight(this);
        };
        return Light;
    })(BABYLON.Node);
    BABYLON.Light = Light;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.light.js.map
var BABYLON;
(function (BABYLON) {
    var PointLight = (function (_super) {
        __extends(PointLight, _super);
        function PointLight(name, position, scene) {
            _super.call(this, name, scene);
            this.position = position;
        }
        PointLight.prototype.getAbsolutePosition = function () {
            return this._transformedPosition ? this._transformedPosition : this.position;
        };
        PointLight.prototype.transferToEffect = function (effect, positionUniformName) {
            if (this.parent && this.parent.getWorldMatrix) {
                if (!this._transformedPosition) {
                    this._transformedPosition = BABYLON.Vector3.Zero();
                }
                BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this._transformedPosition);
                effect.setFloat4(positionUniformName, this._transformedPosition.x, this._transformedPosition.y, this._transformedPosition.z, 0);
                return;
            }
            effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, 0);
        };
        PointLight.prototype.getShadowGenerator = function () {
            return null;
        };
        PointLight.prototype._getWorldMatrix = function () {
            if (!this._worldMatrix) {
                this._worldMatrix = BABYLON.Matrix.Identity();
            }
            BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
            return this._worldMatrix;
        };
        return PointLight;
    })(BABYLON.Light);
    BABYLON.PointLight = PointLight;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.pointLight.js.map
var BABYLON;
(function (BABYLON) {
    var SpotLight = (function (_super) {
        __extends(SpotLight, _super);
        function SpotLight(name, position, direction, angle, exponent, scene) {
            _super.call(this, name, scene);
            this.position = position;
            this.direction = direction;
            this.angle = angle;
            this.exponent = exponent;
        }
        SpotLight.prototype.getAbsolutePosition = function () {
            return this.transformedPosition ? this.transformedPosition : this.position;
        };
        SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
            var activeCamera = this.getScene().activeCamera;
            BABYLON.Matrix.PerspectiveFovLHToRef(this.angle, 1.0, activeCamera.minZ, activeCamera.maxZ, matrix);
        };
        SpotLight.prototype.supportsVSM = function () {
            return true;
        };
        SpotLight.prototype.needRefreshPerFrame = function () {
            return false;
        };
        SpotLight.prototype.setDirectionToTarget = function (target) {
            this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
            return this.direction;
        };
        SpotLight.prototype.computeTransformedPosition = function () {
            if (this.parent && this.parent.getWorldMatrix) {
                if (!this.transformedPosition) {
                    this.transformedPosition = BABYLON.Vector3.Zero();
                }
                BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
                return true;
            }
            return false;
        };
        SpotLight.prototype.transferToEffect = function (effect, positionUniformName, directionUniformName) {
            var normalizeDirection;
            if (this.parent && this.parent.getWorldMatrix) {
                if (!this._transformedDirection) {
                    this._transformedDirection = BABYLON.Vector3.Zero();
                }
                this.computeTransformedPosition();
                BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection);
                effect.setFloat4(positionUniformName, this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent);
                normalizeDirection = BABYLON.Vector3.Normalize(this._transformedDirection);
            }
            else {
                effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, this.exponent);
                normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
            }
            effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, Math.cos(this.angle * 0.5));
        };
        SpotLight.prototype._getWorldMatrix = function () {
            if (!this._worldMatrix) {
                this._worldMatrix = BABYLON.Matrix.Identity();
            }
            BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
            return this._worldMatrix;
        };
        return SpotLight;
    })(BABYLON.Light);
    BABYLON.SpotLight = SpotLight;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.spotLight.js.map
var BABYLON;
(function (BABYLON) {
    var DirectionalLight = (function (_super) {
        __extends(DirectionalLight, _super);
        function DirectionalLight(name, direction, scene) {
            _super.call(this, name, scene);
            this.direction = direction;
            this.shadowOrthoScale = 0.5;
            this.position = direction.scale(-1);
        }
        DirectionalLight.prototype.getAbsolutePosition = function () {
            return this.transformedPosition ? this.transformedPosition : this.position;
        };
        DirectionalLight.prototype.setDirectionToTarget = function (target) {
            this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
            return this.direction;
        };
        DirectionalLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
            var orthoLeft = Number.MAX_VALUE;
            var orthoRight = Number.MIN_VALUE;
            var orthoTop = Number.MIN_VALUE;
            var orthoBottom = Number.MAX_VALUE;
            var tempVector3 = BABYLON.Vector3.Zero();
            var activeCamera = this.getScene().activeCamera;
            for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
                var mesh = renderList[meshIndex];
                if (!mesh) {
                    continue;
                }
                var boundingInfo = mesh.getBoundingInfo();
                if (!boundingInfo) {
                    continue;
                }
                var boundingBox = boundingInfo.boundingBox;
                for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
                    BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
                    if (tempVector3.x < orthoLeft)
                        orthoLeft = tempVector3.x;
                    if (tempVector3.y < orthoBottom)
                        orthoBottom = tempVector3.y;
                    if (tempVector3.x > orthoRight)
                        orthoRight = tempVector3.x;
                    if (tempVector3.y > orthoTop)
                        orthoTop = tempVector3.y;
                }
            }
            var xOffset = orthoRight - orthoLeft;
            var yOffset = orthoTop - orthoBottom;
            BABYLON.Matrix.OrthoOffCenterLHToRef(orthoLeft - xOffset * this.shadowOrthoScale, orthoRight + xOffset * this.shadowOrthoScale, orthoBottom - yOffset * this.shadowOrthoScale, orthoTop + yOffset * this.shadowOrthoScale, -activeCamera.maxZ, activeCamera.maxZ, matrix);
        };
        DirectionalLight.prototype.supportsVSM = function () {
            return true;
        };
        DirectionalLight.prototype.needRefreshPerFrame = function () {
            return true;
        };
        DirectionalLight.prototype.computeTransformedPosition = function () {
            if (this.parent && this.parent.getWorldMatrix) {
                if (!this.transformedPosition) {
                    this.transformedPosition = BABYLON.Vector3.Zero();
                }
                BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
                return true;
            }
            return false;
        };
        DirectionalLight.prototype.transferToEffect = function (effect, directionUniformName) {
            if (this.parent && this.parent.getWorldMatrix) {
                if (!this._transformedDirection) {
                    this._transformedDirection = BABYLON.Vector3.Zero();
                }
                BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection);
                effect.setFloat4(directionUniformName, this._transformedDirection.x, this._transformedDirection.y, this._transformedDirection.z, 1);
                return;
            }
            effect.setFloat4(directionUniformName, this.direction.x, this.direction.y, this.direction.z, 1);
        };
        DirectionalLight.prototype._getWorldMatrix = function () {
            if (!this._worldMatrix) {
                this._worldMatrix = BABYLON.Matrix.Identity();
            }
            BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
            return this._worldMatrix;
        };
        return DirectionalLight;
    })(BABYLON.Light);
    BABYLON.DirectionalLight = DirectionalLight;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.directionalLight.js.mapvar BABYLON;
(function (BABYLON) {
    var ShadowGenerator = (function () {
        function ShadowGenerator(mapSize, light) {
            var _this = this;
            // Members
            this._filter = ShadowGenerator.FILTER_NONE;
            this.blurScale = 2;
            this._blurBoxOffset = 0;
            this._bias = 0.00005;
            this._darkness = 0;
            this._transparencyShadow = false;
            this._viewMatrix = BABYLON.Matrix.Zero();
            this._projectionMatrix = BABYLON.Matrix.Zero();
            this._transformMatrix = BABYLON.Matrix.Zero();
            this._worldViewProjection = BABYLON.Matrix.Zero();
            this._light = light;
            this._scene = light.getScene();
            this._mapSize = mapSize;
            light._shadowGenerator = this;
            // Render target
            this._shadowMap = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, this._scene, false);
            this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
            this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
            this._shadowMap.anisotropicFilteringLevel = 1;
            this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
            this._shadowMap.renderParticles = false;
            this._shadowMap.onAfterUnbind = function () {
                if (!_this.useBlurVarianceShadowMap) {
                    return;
                }
                if (!_this._shadowMap2) {
                    _this._shadowMap2 = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, _this._scene, false);
                    _this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
                    _this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
                    _this._shadowMap2.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
                    _this._downSamplePostprocess = new BABYLON.PassPostProcess("downScale", 1.0 / _this.blurScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, _this._scene.getEngine());
                    _this._downSamplePostprocess.onApply = function (effect) {
                        effect.setTexture("textureSampler", _this._shadowMap);
                    };
                    _this.blurBoxOffset = 1;
                }
                _this._scene.postProcessManager.directRender([_this._downSamplePostprocess, _this._boxBlurPostprocess], _this._shadowMap2.getInternalTexture());
            };
            // Custom render function
            var renderSubMesh = function (subMesh) {
                var mesh = subMesh.getRenderingMesh();
                var scene = _this._scene;
                var engine = scene.getEngine();
                // Culling
                engine.setState(subMesh.getMaterial().backFaceCulling);
                // Managing instances
                var batch = mesh._getInstancesRenderList(subMesh._id);
                if (batch.mustReturn) {
                    return;
                }
                var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
                if (_this.isReady(subMesh, hardwareInstancedRendering)) {
                    engine.enableEffect(_this._effect);
                    mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
                    var material = subMesh.getMaterial();
                    _this._effect.setMatrix("viewProjection", _this.getTransformMatrix());
                    // Alpha test
                    if (material && material.needAlphaTesting()) {
                        var alphaTexture = material.getAlphaTestTexture();
                        _this._effect.setTexture("diffuseSampler", alphaTexture);
                        _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
                    }
                    // Bones
                    if (mesh.useBones) {
                        _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
                    }
                    // Draw
                    mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
                }
                else {
                    // Need to reset refresh rate of the shadowMap
                    _this._shadowMap.resetRefreshCounter();
                }
            };
            this._shadowMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) {
                var index;
                for (index = 0; index < opaqueSubMeshes.length; index++) {
                    renderSubMesh(opaqueSubMeshes.data[index]);
                }
                for (index = 0; index < alphaTestSubMeshes.length; index++) {
                    renderSubMesh(alphaTestSubMeshes.data[index]);
                }
                if (_this._transparencyShadow) {
                    for (index = 0; index < transparentSubMeshes.length; index++) {
                        renderSubMesh(transparentSubMeshes.data[index]);
                    }
                }
            };
            this._shadowMap.onClear = function (engine) {
                if (_this.useBlurVarianceShadowMap || _this.useVarianceShadowMap) {
                    engine.clear(new BABYLON.Color4(0, 0, 0, 0), true, true);
                }
                else {
                    engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true);
                }
            };
        }
        Object.defineProperty(ShadowGenerator, "FILTER_NONE", {
            // Static
            get: function () {
                return ShadowGenerator._FILTER_NONE;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ShadowGenerator, "FILTER_VARIANCESHADOWMAP", {
            get: function () {
                return ShadowGenerator._FILTER_VARIANCESHADOWMAP;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ShadowGenerator, "FILTER_POISSONSAMPLING", {
            get: function () {
                return ShadowGenerator._FILTER_POISSONSAMPLING;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ShadowGenerator, "FILTER_BLURVARIANCESHADOWMAP", {
            get: function () {
                return ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ShadowGenerator.prototype, "bias", {
            get: function () {
                return this._bias;
            },
            set: function (bias) {
                this._bias = bias;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
            get: function () {
                return this._blurBoxOffset;
            },
            set: function (value) {
                var _this = this;
                if (this._blurBoxOffset === value) {
                    return;
                }
                this._blurBoxOffset = value;
                if (this._boxBlurPostprocess) {
                    this._boxBlurPostprocess.dispose();
                }
                this._boxBlurPostprocess = new BABYLON.PostProcess("DepthBoxBlur", "depthBoxBlur", ["screenSize", "boxOffset"], [], 1.0 / this.blurScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define OFFSET " + value);
                this._boxBlurPostprocess.onApply = function (effect) {
                    effect.setFloat2("screenSize", _this._mapSize / _this.blurScale, _this._mapSize / _this.blurScale);
                };
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ShadowGenerator.prototype, "filter", {
            get: function () {
                return this._filter;
            },
            set: function (value) {
                if (this._filter === value) {
                    return;
                }
                this._filter = value;
                if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) {
                    this._shadowMap.anisotropicFilteringLevel = 16;
                    this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
                }
                else {
                    this._shadowMap.anisotropicFilteringLevel = 1;
                    this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
                }
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
            get: function () {
                return this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP && this._light.supportsVSM();
            },
            set: function (value) {
                this.filter = (value ? ShadowGenerator.FILTER_VARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
            get: function () {
                return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING || (!this._light.supportsVSM() && (this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP || this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP));
            },
            set: function (value) {
                this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ShadowGenerator.prototype, "useBlurVarianceShadowMap", {
            get: function () {
                return this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP && this._light.supportsVSM();
            },
            set: function (value) {
                this.filter = (value ? ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
            },
            enumerable: true,
            configurable: true
        });
        ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
            var defines = [];
            if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) {
                defines.push("#define VSM");
            }
            var attribs = [BABYLON.VertexBuffer.PositionKind];
            var mesh = subMesh.getMesh();
            var material = subMesh.getMaterial();
            // Alpha test
            if (material && material.needAlphaTesting()) {
                defines.push("#define ALPHATEST");
                if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
                    attribs.push(BABYLON.VertexBuffer.UVKind);
                    defines.push("#define UV1");
                }
                if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
                    attribs.push(BABYLON.VertexBuffer.UV2Kind);
                    defines.push("#define UV2");
                }
            }
            // Bones
            if (mesh.useBones) {
                attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
                attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
                defines.push("#define BONES");
                defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
            }
            // Instances
            if (useInstances) {
                defines.push("#define INSTANCES");
                attribs.push("world0");
                attribs.push("world1");
                attribs.push("world2");
                attribs.push("world3");
            }
            // Get correct effect      
            var join = defines.join("\n");
            if (this._cachedDefines !== join) {
                this._cachedDefines = join;
                this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
            }
            return this._effect.isReady();
        };
        ShadowGenerator.prototype.getShadowMap = function () {
            return this._shadowMap;
        };
        ShadowGenerator.prototype.getShadowMapForRendering = function () {
            if (this._shadowMap2) {
                return this._shadowMap2;
            }
            return this._shadowMap;
        };
        ShadowGenerator.prototype.getLight = function () {
            return this._light;
        };
        // Methods
        ShadowGenerator.prototype.getTransformMatrix = function () {
            var scene = this._scene;
            if (this._currentRenderID === scene.getRenderId()) {
                return this._transformMatrix;
            }
            this._currentRenderID = scene.getRenderId();
            var lightPosition = this._light.position;
            var lightDirection = this._light.direction;
            if (this._light.computeTransformedPosition()) {
                lightPosition = this._light.transformedPosition;
            }
            if (this._light.needRefreshPerFrame() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !lightDirection.equals(this._cachedDirection)) {
                this._cachedPosition = lightPosition.clone();
                this._cachedDirection = lightDirection.clone();
                BABYLON.Matrix.LookAtLHToRef(lightPosition, this._light.position.add(lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
                this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, this.getShadowMap().renderList);
                this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
            }
            return this._transformMatrix;
        };
        ShadowGenerator.prototype.getDarkness = function () {
            return this._darkness;
        };
        ShadowGenerator.prototype.setDarkness = function (darkness) {
            if (darkness >= 1.0)
                this._darkness = 1.0;
            else if (darkness <= 0.0)
                this._darkness = 0.0;
            else
                this._darkness = darkness;
        };
        ShadowGenerator.prototype.setTransparencyShadow = function (hasShadow) {
            this._transparencyShadow = hasShadow;
        };
        ShadowGenerator.prototype._packHalf = function (depth) {
            var scale = depth * 255.0;
            var fract = scale - Math.floor(scale);
            return new BABYLON.Vector2(depth - fract / 255.0, fract);
        };
        ShadowGenerator.prototype.dispose = function () {
            this._shadowMap.dispose();
            if (this._shadowMap2) {
                this._shadowMap2.dispose();
            }
            if (this._downSamplePostprocess) {
                this._downSamplePostprocess.dispose();
            }
            if (this._boxBlurPostprocess) {
                this._boxBlurPostprocess.dispose();
            }
        };
        ShadowGenerator._FILTER_NONE = 0;
        ShadowGenerator._FILTER_VARIANCESHADOWMAP = 1;
        ShadowGenerator._FILTER_POISSONSAMPLING = 2;
        ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP = 3;
        return ShadowGenerator;
    })();
    BABYLON.ShadowGenerator = ShadowGenerator;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.shadowGenerator.js.map
var BABYLON;
(function (BABYLON) {
    var HemisphericLight = (function (_super) {
        __extends(HemisphericLight, _super);
        function HemisphericLight(name, direction, scene) {
            _super.call(this, name, scene);
            this.direction = direction;
            this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
        }
        HemisphericLight.prototype.setDirectionToTarget = function (target) {
            this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
            return this.direction;
        };
        HemisphericLight.prototype.getShadowGenerator = function () {
            return null;
        };
        HemisphericLight.prototype.transferToEffect = function (effect, directionUniformName, groundColorUniformName) {
            var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
            effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0);
            effect.setColor3(groundColorUniformName, this.groundColor.scale(this.intensity));
        };
        HemisphericLight.prototype._getWorldMatrix = function () {
            if (!this._worldMatrix) {
                this._worldMatrix = BABYLON.Matrix.Identity();
            }
            return this._worldMatrix;
        };
        return HemisphericLight;
    })(BABYLON.Light);
    BABYLON.HemisphericLight = HemisphericLight;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.hemisphericLight.js.mapvar BABYLON;
(function (BABYLON) {
    var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
        if (boxMin.x > sphereCenter.x + sphereRadius)
            return false;
        if (sphereCenter.x - sphereRadius > boxMax.x)
            return false;
        if (boxMin.y > sphereCenter.y + sphereRadius)
            return false;
        if (sphereCenter.y - sphereRadius > boxMax.y)
            return false;
        if (boxMin.z > sphereCenter.z + sphereRadius)
            return false;
        if (sphereCenter.z - sphereRadius > boxMax.z)
            return false;
        return true;
    };
    var getLowestRoot = function (a, b, c, maxR) {
        var determinant = b * b - 4.0 * a * c;
        var result = { root: 0, found: false };
        if (determinant < 0)
            return result;
        var sqrtD = Math.sqrt(determinant);
        var r1 = (-b - sqrtD) / (2.0 * a);
        var r2 = (-b + sqrtD) / (2.0 * a);
        if (r1 > r2) {
            var temp = r2;
            r2 = r1;
            r1 = temp;
        }
        if (r1 > 0 && r1 < maxR) {
            result.root = r1;
            result.found = true;
            return result;
        }
        if (r2 > 0 && r2 < maxR) {
            result.root = r2;
            result.found = true;
            return result;
        }
        return result;
    };
    var Collider = (function () {
        function Collider() {
            this.radius = new BABYLON.Vector3(1, 1, 1);
            this.retry = 0;
            this.basePointWorld = BABYLON.Vector3.Zero();
            this.velocityWorld = BABYLON.Vector3.Zero();
            this.normalizedVelocity = BABYLON.Vector3.Zero();
            this._collisionPoint = BABYLON.Vector3.Zero();
            this._planeIntersectionPoint = BABYLON.Vector3.Zero();
            this._tempVector = BABYLON.Vector3.Zero();
            this._tempVector2 = BABYLON.Vector3.Zero();
            this._tempVector3 = BABYLON.Vector3.Zero();
            this._tempVector4 = BABYLON.Vector3.Zero();
            this._edge = BABYLON.Vector3.Zero();
            this._baseToVertex = BABYLON.Vector3.Zero();
            this._destinationPoint = BABYLON.Vector3.Zero();
            this._slidePlaneNormal = BABYLON.Vector3.Zero();
            this._displacementVector = BABYLON.Vector3.Zero();
        }
        // Methods
        Collider.prototype._initialize = function (source, dir, e) {
            this.velocity = dir;
            BABYLON.Vector3.NormalizeToRef(dir, this.normalizedVelocity);
            this.basePoint = source;
            source.multiplyToRef(this.radius, this.basePointWorld);
            dir.multiplyToRef(this.radius, this.velocityWorld);
            this.velocityWorldLength = this.velocityWorld.length();
            this.epsilon = e;
            this.collisionFound = false;
        };
        Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
            pa.subtractToRef(point, this._tempVector);
            pb.subtractToRef(point, this._tempVector2);
            BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
            var d = BABYLON.Vector3.Dot(this._tempVector4, n);
            if (d < 0)
                return false;
            pc.subtractToRef(point, this._tempVector3);
            BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
            d = BABYLON.Vector3.Dot(this._tempVector4, n);
            if (d < 0)
                return false;
            BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
            d = BABYLON.Vector3.Dot(this._tempVector4, n);
            return d >= 0;
        };
        Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
            var distance = BABYLON.Vector3.Distance(this.basePointWorld, sphereCenter);
            var max = Math.max(this.radius.x, this.radius.y, this.radius.z);
            if (distance > this.velocityWorldLength + max + sphereRadius) {
                return false;
            }
            if (!intersectBoxAASphere(vecMin, vecMax, this.basePointWorld, this.velocityWorldLength + max))
                return false;
            return true;
        };
        Collider.prototype._testTriangle = function (faceIndex, subMesh, p1, p2, p3) {
            var t0;
            var embeddedInPlane = false;
            if (!subMesh._trianglePlanes) {
                subMesh._trianglePlanes = [];
            }
            if (!subMesh._trianglePlanes[faceIndex]) {
                subMesh._trianglePlanes[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
                subMesh._trianglePlanes[faceIndex].copyFromPoints(p1, p2, p3);
            }
            var trianglePlane = subMesh._trianglePlanes[faceIndex];
            if ((!subMesh.getMaterial()) && !trianglePlane.isFrontFacingTo(this.normalizedVelocity, 0))
                return;
            var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this.basePoint);
            var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this.velocity);
            if (normalDotVelocity == 0) {
                if (Math.abs(signedDistToTrianglePlane) >= 1.0)
                    return;
                embeddedInPlane = true;
                t0 = 0;
            }
            else {
                t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
                var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
                if (t0 > t1) {
                    var temp = t1;
                    t1 = t0;
                    t0 = temp;
                }
                if (t0 > 1.0 || t1 < 0.0)
                    return;
                if (t0 < 0)
                    t0 = 0;
                if (t0 > 1.0)
                    t0 = 1.0;
            }
            this._collisionPoint.copyFromFloats(0, 0, 0);
            var found = false;
            var t = 1.0;
            if (!embeddedInPlane) {
                this.basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
                this.velocity.scaleToRef(t0, this._tempVector);
                this._planeIntersectionPoint.addInPlace(this._tempVector);
                if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
                    found = true;
                    t = t0;
                    this._collisionPoint.copyFrom(this._planeIntersectionPoint);
                }
            }
            if (!found) {
                var velocitySquaredLength = this.velocity.lengthSquared();
                var a = velocitySquaredLength;
                this.basePoint.subtractToRef(p1, this._tempVector);
                var b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
                var c = this._tempVector.lengthSquared() - 1.0;
                var lowestRoot = getLowestRoot(a, b, c, t);
                if (lowestRoot.found) {
                    t = lowestRoot.root;
                    found = true;
                    this._collisionPoint.copyFrom(p1);
                }
                this.basePoint.subtractToRef(p2, this._tempVector);
                b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
                c = this._tempVector.lengthSquared() - 1.0;
                lowestRoot = getLowestRoot(a, b, c, t);
                if (lowestRoot.found) {
                    t = lowestRoot.root;
                    found = true;
                    this._collisionPoint.copyFrom(p2);
                }
                this.basePoint.subtractToRef(p3, this._tempVector);
                b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
                c = this._tempVector.lengthSquared() - 1.0;
                lowestRoot = getLowestRoot(a, b, c, t);
                if (lowestRoot.found) {
                    t = lowestRoot.root;
                    found = true;
                    this._collisionPoint.copyFrom(p3);
                }
                p2.subtractToRef(p1, this._edge);
                p1.subtractToRef(this.basePoint, this._baseToVertex);
                var edgeSquaredLength = this._edge.lengthSquared();
                var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
                var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
                a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
                b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
                c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
                lowestRoot = getLowestRoot(a, b, c, t);
                if (lowestRoot.found) {
                    var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
                    if (f >= 0.0 && f <= 1.0) {
                        t = lowestRoot.root;
                        found = true;
                        this._edge.scaleInPlace(f);
                        p1.addToRef(this._edge, this._collisionPoint);
                    }
                }
                p3.subtractToRef(p2, this._edge);
                p2.subtractToRef(this.basePoint, this._baseToVertex);
                edgeSquaredLength = this._edge.lengthSquared();
                edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
                edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
                a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
                b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
                c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
                lowestRoot = getLowestRoot(a, b, c, t);
                if (lowestRoot.found) {
                    f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
                    if (f >= 0.0 && f <= 1.0) {
                        t = lowestRoot.root;
                        found = true;
                        this._edge.scaleInPlace(f);
                        p2.addToRef(this._edge, this._collisionPoint);
                    }
                }
                p1.subtractToRef(p3, this._edge);
                p3.subtractToRef(this.basePoint, this._baseToVertex);
                edgeSquaredLength = this._edge.lengthSquared();
                edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
                edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
                a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
                b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
                c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
                lowestRoot = getLowestRoot(a, b, c, t);
                if (lowestRoot.found) {
                    f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
                    if (f >= 0.0 && f <= 1.0) {
                        t = lowestRoot.root;
                        found = true;
                        this._edge.scaleInPlace(f);
                        p3.addToRef(this._edge, this._collisionPoint);
                    }
                }
            }
            if (found) {
                var distToCollision = t * this.velocity.length();
                if (!this.collisionFound || distToCollision < this.nearestDistance) {
                    if (!this.intersectionPoint) {
                        this.intersectionPoint = this._collisionPoint.clone();
                    }
                    else {
                        this.intersectionPoint.copyFrom(this._collisionPoint);
                    }
                    this.nearestDistance = distToCollision;
                    this.collisionFound = true;
                    this.collidedMesh = subMesh.getMesh();
                }
            }
        };
        Collider.prototype._collide = function (subMesh, pts, indices, indexStart, indexEnd, decal) {
            for (var i = indexStart; i < indexEnd; i += 3) {
                var p1 = pts[indices[i] - decal];
                var p2 = pts[indices[i + 1] - decal];
                var p3 = pts[indices[i + 2] - decal];
                this._testTriangle(i, subMesh, p3, p2, p1);
            }
        };
        Collider.prototype._getResponse = function (pos, vel) {
            pos.addToRef(vel, this._destinationPoint);
            vel.scaleInPlace((this.nearestDistance / vel.length()));
            this.basePoint.addToRef(vel, pos);
            pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
            this._slidePlaneNormal.normalize();
            this._slidePlaneNormal.scaleToRef(this.epsilon, this._displacementVector);
            pos.addInPlace(this._displacementVector);
            this.intersectionPoint.addInPlace(this._displacementVector);
            this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
            this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
            this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
        };
        return Collider;
    })();
    BABYLON.Collider = Collider;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.collider.js.map
var BABYLON;
(function (BABYLON) {
    var Camera = (function (_super) {
        __extends(Camera, _super);
        function Camera(name, position, scene) {
            _super.call(this, name, scene);
            this.position = position;
            // Members
            this.upVector = BABYLON.Vector3.Up();
            this.orthoLeft = null;
            this.orthoRight = null;
            this.orthoBottom = null;
            this.orthoTop = null;
            this.fov = 0.8;
            this.minZ = 1.0;
            this.maxZ = 10000.0;
            this.inertia = 0.9;
            this.mode = Camera.PERSPECTIVE_CAMERA;
            this.isIntermediate = false;
            this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
            this.subCameras = [];
            this.layerMask = 0xFFFFFFFF;
            this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
            this._computedViewMatrix = BABYLON.Matrix.Identity();
            this._projectionMatrix = new BABYLON.Matrix();
            this._postProcesses = new Array();
            this._postProcessesTakenIndices = [];
            this._activeMeshes = new BABYLON.SmartArray(256);
            this._globalPosition = BABYLON.Vector3.Zero();
            scene.addCamera(this);
            if (!scene.activeCamera) {
                scene.activeCamera = this;
            }
        }
        Object.defineProperty(Camera, "PERSPECTIVE_CAMERA", {
            get: function () {
                return Camera._PERSPECTIVE_CAMERA;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Camera, "ORTHOGRAPHIC_CAMERA", {
            get: function () {
                return Camera._ORTHOGRAPHIC_CAMERA;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Camera, "FOVMODE_VERTICAL_FIXED", {
            get: function () {
                return Camera._FOVMODE_VERTICAL_FIXED;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Camera, "FOVMODE_HORIZONTAL_FIXED", {
            get: function () {
                return Camera._FOVMODE_HORIZONTAL_FIXED;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Camera.prototype, "globalPosition", {
            get: function () {
                return this._globalPosition;
            },
            enumerable: true,
            configurable: true
        });
        Camera.prototype.getActiveMeshes = function () {
            return this._activeMeshes;
        };
        Camera.prototype.isActiveMesh = function (mesh) {
            return (this._activeMeshes.indexOf(mesh) !== -1);
        };
        //Cache
        Camera.prototype._initCache = function () {
            _super.prototype._initCache.call(this);
            this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
            this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
            this._cache.mode = undefined;
            this._cache.minZ = undefined;
            this._cache.maxZ = undefined;
            this._cache.fov = undefined;
            this._cache.aspectRatio = undefined;
            this._cache.orthoLeft = undefined;
            this._cache.orthoRight = undefined;
            this._cache.orthoBottom = undefined;
            this._cache.orthoTop = undefined;
            this._cache.renderWidth = undefined;
            this._cache.renderHeight = undefined;
        };
        Camera.prototype._updateCache = function (ignoreParentClass) {
            if (!ignoreParentClass) {
                _super.prototype._updateCache.call(this);
            }
            var engine = this.getEngine();
            this._cache.position.copyFrom(this.position);
            this._cache.upVector.copyFrom(this.upVector);
            this._cache.mode = this.mode;
            this._cache.minZ = this.minZ;
            this._cache.maxZ = this.maxZ;
            this._cache.fov = this.fov;
            this._cache.aspectRatio = engine.getAspectRatio(this);
            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();
        };
        Camera.prototype._updateFromScene = function () {
            this.updateCache();
            this._update();
        };
        // Synchronized
        Camera.prototype._isSynchronized = function () {
            return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
        };
        Camera.prototype._isSynchronizedViewMatrix = function () {
            if (!_super.prototype._isSynchronized.call(this))
                return false;
            return this._cache.position.equals(this.position) && this._cache.upVector.equals(this.upVector) && this.isSynchronizedWithParent();
        };
        Camera.prototype._isSynchronizedProjectionMatrix = function () {
            var check = this._cache.mode === this.mode && this._cache.minZ === this.minZ && this._cache.maxZ === this.maxZ;
            if (!check) {
                return false;
            }
            var engine = this.getEngine();
            if (this.mode === Camera.PERSPECTIVE_CAMERA) {
                check = this._cache.fov === this.fov && this._cache.aspectRatio === engine.getAspectRatio(this);
            }
            else {
                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();
            }
            return check;
        };
        // Controls
        Camera.prototype.attachControl = function (element) {
        };
        Camera.prototype.detachControl = function (element) {
        };
        Camera.prototype._update = function () {
        };
        Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
            if (insertAt === void 0) { insertAt = null; }
            if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
                BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
                return 0;
            }
            if (insertAt == null || insertAt < 0) {
                this._postProcesses.push(postProcess);
                this._postProcessesTakenIndices.push(this._postProcesses.length - 1);
                return this._postProcesses.length - 1;
            }
            var add = 0;
            if (this._postProcesses[insertAt]) {
                var start = this._postProcesses.length - 1;
                for (var i = start; i >= insertAt + 1; --i) {
                    this._postProcesses[i + 1] = this._postProcesses[i];
                }
                add = 1;
            }
            for (i = 0; i < this._postProcessesTakenIndices.length; ++i) {
                if (this._postProcessesTakenIndices[i] < insertAt) {
                    continue;
                }
                start = this._postProcessesTakenIndices.length - 1;
                for (var j = start; j >= i; --j) {
                    this._postProcessesTakenIndices[j + 1] = this._postProcessesTakenIndices[j] + add;
                }
                this._postProcessesTakenIndices[i] = insertAt;
                break;
            }
            if (!add && this._postProcessesTakenIndices.indexOf(insertAt) == -1) {
                this._postProcessesTakenIndices.push(insertAt);
            }
            var result = insertAt + add;
            this._postProcesses[result] = postProcess;
            return result;
        };
        Camera.prototype.detachPostProcess = function (postProcess, atIndices) {
            if (atIndices === void 0) { atIndices = null; }
            var result = [];
            if (!atIndices) {
                var length = this._postProcesses.length;
                for (var i = 0; i < length; i++) {
                    if (this._postProcesses[i] !== postProcess) {
                        continue;
                    }
                    delete this._postProcesses[i];
                    var index = this._postProcessesTakenIndices.indexOf(i);
                    this._postProcessesTakenIndices.splice(index, 1);
                }
            }
            else {
                atIndices = (atIndices instanceof Array) ? atIndices : [atIndices];
                for (i = 0; i < atIndices.length; i++) {
                    var foundPostProcess = this._postProcesses[atIndices[i]];
                    if (foundPostProcess !== postProcess) {
                        result.push(i);
                        continue;
                    }
                    delete this._postProcesses[atIndices[i]];
                    index = this._postProcessesTakenIndices.indexOf(atIndices[i]);
                    this._postProcessesTakenIndices.splice(index, 1);
                }
            }
            return result;
        };
        Camera.prototype.getWorldMatrix = function () {
            if (!this._worldMatrix) {
                this._worldMatrix = BABYLON.Matrix.Identity();
            }
            var viewMatrix = this.getViewMatrix();
            viewMatrix.invertToRef(this._worldMatrix);
            return this._worldMatrix;
        };
        Camera.prototype._getViewMatrix = function () {
            return BABYLON.Matrix.Identity();
        };
        Camera.prototype.getViewMatrix = function () {
            this._computedViewMatrix = this._computeViewMatrix();
            if (!this.parent || !this.parent.getWorldMatrix || this.isSynchronized()) {
                this._globalPosition.copyFrom(this.position);
                return this._computedViewMatrix;
            }
            if (!this._worldMatrix) {
                this._worldMatrix = BABYLON.Matrix.Identity();
            }
            this._computedViewMatrix.invertToRef(this._worldMatrix);
            this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._computedViewMatrix);
            this._computedViewMatrix.invert();
            this._currentRenderId = this.getScene().getRenderId();
            this._globalPosition.copyFromFloats(this._computedViewMatrix.m[12], this._computedViewMatrix.m[13], this._computedViewMatrix.m[14]);
            return this._computedViewMatrix;
        };
        Camera.prototype._computeViewMatrix = function (force) {
            if (!force && this._isSynchronizedViewMatrix()) {
                return this._computedViewMatrix;
            }
            this._computedViewMatrix = this._getViewMatrix();
            if (!this.parent || !this.parent.getWorldMatrix) {
                this._currentRenderId = this.getScene().getRenderId();
            }
            return this._computedViewMatrix;
        };
        Camera.prototype.getProjectionMatrix = function (force) {
            if (!force && this._isSynchronizedProjectionMatrix()) {
                return this._projectionMatrix;
            }
            var engine = this.getEngine();
            if (this.mode === Camera.PERSPECTIVE_CAMERA) {
                if (this.minZ <= 0) {
                    this.minZ = 0.1;
                }
                BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode);
                return this._projectionMatrix;
            }
            var halfWidth = engine.getRenderWidth() / 2.0;
            var halfHeight = engine.getRenderHeight() / 2.0;
            BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
            return this._projectionMatrix;
        };
        Camera.prototype.dispose = function () {
            // Remove from scene
            this.getScene().removeCamera(this);
            for (var i = 0; i < this._postProcessesTakenIndices.length; ++i) {
                this._postProcesses[this._postProcessesTakenIndices[i]].dispose(this);
            }
        };
        // Statics
        Camera._PERSPECTIVE_CAMERA = 0;
        Camera._ORTHOGRAPHIC_CAMERA = 1;
        Camera._FOVMODE_VERTICAL_FIXED = 0;
        Camera._FOVMODE_HORIZONTAL_FIXED = 1;
        return Camera;
    })(BABYLON.Node);
    BABYLON.Camera = Camera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.camera.js.map
var BABYLON;
(function (BABYLON) {
    var TargetCamera = (function (_super) {
        __extends(TargetCamera, _super);
        function TargetCamera(name, position, scene) {
            _super.call(this, name, position, scene);
            this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
            this.cameraRotation = new BABYLON.Vector2(0, 0);
            this.rotation = new BABYLON.Vector3(0, 0, 0);
            this.speed = 2.0;
            this.noRotationConstraint = false;
            this.lockedTarget = null;
            this._currentTarget = BABYLON.Vector3.Zero();
            this._viewMatrix = BABYLON.Matrix.Zero();
            this._camMatrix = BABYLON.Matrix.Zero();
            this._cameraTransformMatrix = BABYLON.Matrix.Zero();
            this._cameraRotationMatrix = BABYLON.Matrix.Zero();
            this._referencePoint = new BABYLON.Vector3(0, 0, 1);
            this._transformedReferencePoint = BABYLON.Vector3.Zero();
            this._lookAtTemp = BABYLON.Matrix.Zero();
            this._tempMatrix = BABYLON.Matrix.Zero();
        }
        TargetCamera.prototype._getLockedTargetPosition = function () {
            if (!this.lockedTarget) {
                return null;
            }
            return this.lockedTarget.position || this.lockedTarget;
        };
        // Cache
        TargetCamera.prototype._initCache = function () {
            _super.prototype._initCache.call(this);
            this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
            this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
        };
        TargetCamera.prototype._updateCache = function (ignoreParentClass) {
            if (!ignoreParentClass) {
                _super.prototype._updateCache.call(this);
            }
            var lockedTargetPosition = this._getLockedTargetPosition();
            if (!lockedTargetPosition) {
                this._cache.lockedTarget = null;
            }
            else {
                if (!this._cache.lockedTarget) {
                    this._cache.lockedTarget = lockedTargetPosition.clone();
                }
                else {
                    this._cache.lockedTarget.copyFrom(lockedTargetPosition);
                }
            }
            this._cache.rotation.copyFrom(this.rotation);
        };
        // Synchronized
        TargetCamera.prototype._isSynchronizedViewMatrix = function () {
            if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
                return false;
            }
            var lockedTargetPosition = this._getLockedTargetPosition();
            return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) && this._cache.rotation.equals(this.rotation);
        };
        // Methods
        TargetCamera.prototype._computeLocalCameraSpeed = function () {
            var engine = this.getEngine();
            return this.speed * ((engine.getDeltaTime() / (engine.getFps() * 10.0)));
        };
        // Target
        TargetCamera.prototype.setTarget = function (target) {
            this.upVector.normalize();
            BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._camMatrix);
            this._camMatrix.invert();
            this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
            var vDir = target.subtract(this.position);
            if (vDir.x >= 0.0) {
                this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
            }
            else {
                this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
            }
            this.rotation.z = -Math.acos(BABYLON.Vector3.Dot(new BABYLON.Vector3(0, 1.0, 0), this.upVector));
            if (isNaN(this.rotation.x)) {
                this.rotation.x = 0;
            }
            if (isNaN(this.rotation.y)) {
                this.rotation.y = 0;
            }
            if (isNaN(this.rotation.z)) {
                this.rotation.z = 0;
            }
        };
        TargetCamera.prototype.getTarget = function () {
            return this._currentTarget;
        };
        TargetCamera.prototype._decideIfNeedsToMove = function () {
            return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
        };
        TargetCamera.prototype._updatePosition = function () {
            this.position.addInPlace(this.cameraDirection);
        };
        TargetCamera.prototype._update = function () {
            var needToMove = this._decideIfNeedsToMove();
            var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
            // Move
            if (needToMove) {
                this._updatePosition();
            }
            // Rotate
            if (needToRotate) {
                this.rotation.x += this.cameraRotation.x;
                this.rotation.y += this.cameraRotation.y;
                if (!this.noRotationConstraint) {
                    var limit = (Math.PI / 2) * 0.95;
                    if (this.rotation.x > limit)
                        this.rotation.x = limit;
                    if (this.rotation.x < -limit)
                        this.rotation.x = -limit;
                }
            }
            // Inertia
            if (needToMove) {
                if (Math.abs(this.cameraDirection.x) < BABYLON.Engine.Epsilon) {
                    this.cameraDirection.x = 0;
                }
                if (Math.abs(this.cameraDirection.y) < BABYLON.Engine.Epsilon) {
                    this.cameraDirection.y = 0;
                }
                if (Math.abs(this.cameraDirection.z) < BABYLON.Engine.Epsilon) {
                    this.cameraDirection.z = 0;
                }
                this.cameraDirection.scaleInPlace(this.inertia);
            }
            if (needToRotate) {
                if (Math.abs(this.cameraRotation.x) < BABYLON.Engine.Epsilon) {
                    this.cameraRotation.x = 0;
                }
                if (Math.abs(this.cameraRotation.y) < BABYLON.Engine.Epsilon) {
                    this.cameraRotation.y = 0;
                }
                this.cameraRotation.scaleInPlace(this.inertia);
            }
        };
        TargetCamera.prototype._getViewMatrix = function () {
            if (!this.lockedTarget) {
                // Compute
                if (this.upVector.x !== 0 || this.upVector.y !== 1.0 || this.upVector.z !== 0) {
                    BABYLON.Matrix.LookAtLHToRef(BABYLON.Vector3.Zero(), this._referencePoint, this.upVector, this._lookAtTemp);
                    BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
                    this._lookAtTemp.multiplyToRef(this._cameraRotationMatrix, this._tempMatrix);
                    this._lookAtTemp.invert();
                    this._tempMatrix.multiplyToRef(this._lookAtTemp, this._cameraRotationMatrix);
                }
                else {
                    BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
                }
                BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
                // Computing target and final matrix
                this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
            }
            else {
                this._currentTarget.copyFrom(this._getLockedTargetPosition());
            }
            BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this.upVector, this._viewMatrix);
            return this._viewMatrix;
        };
        return TargetCamera;
    })(BABYLON.Camera);
    BABYLON.TargetCamera = TargetCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.targetCamera.js.map
var BABYLON;
(function (BABYLON) {
    var FollowCamera = (function (_super) {
        __extends(FollowCamera, _super);
        function FollowCamera(name, position, scene) {
            _super.call(this, name, position, scene);
            this.radius = 12;
            this.rotationOffset = 0;
            this.heightOffset = 4;
            this.cameraAcceleration = 0.05;
            this.maxCameraSpeed = 20;
        }
        FollowCamera.prototype.getRadians = function (degrees) {
            return degrees * Math.PI / 180;
        };
        FollowCamera.prototype.follow = function (cameraTarget) {
            if (!cameraTarget)
                return;
            var radians = this.getRadians(this.rotationOffset) + cameraTarget.rotation.y;
            var targetX = cameraTarget.position.x + Math.sin(radians) * this.radius;
            var targetZ = cameraTarget.position.z + Math.cos(radians) * this.radius;
            var dx = targetX - this.position.x;
            var dy = (cameraTarget.position.y + this.heightOffset) - this.position.y;
            var dz = (targetZ) - this.position.z;
            var vx = dx * this.cameraAcceleration * 2; //this is set to .05
            var vy = dy * this.cameraAcceleration;
            var vz = dz * this.cameraAcceleration * 2;
            if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
                vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
            }
            if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
                vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
            }
            if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
                vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
            }
            this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
            this.setTarget(cameraTarget.position);
        };
        FollowCamera.prototype._update = function () {
            _super.prototype._update.call(this);
            this.follow(this.target);
        };
        return FollowCamera;
    })(BABYLON.TargetCamera);
    BABYLON.FollowCamera = FollowCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.followCamera.js.map
var BABYLON;
(function (BABYLON) {
    var FreeCamera = (function (_super) {
        __extends(FreeCamera, _super);
        function FreeCamera(name, position, scene) {
            _super.call(this, name, position, scene);
            this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
            this.keysUp = [38];
            this.keysDown = [40];
            this.keysLeft = [37];
            this.keysRight = [39];
            this.checkCollisions = false;
            this.applyGravity = false;
            this.angularSensibility = 2000.0;
            this._keys = [];
            this._collider = new BABYLON.Collider();
            this._needMoveForGravity = true;
            this._oldPosition = BABYLON.Vector3.Zero();
            this._diffPosition = BABYLON.Vector3.Zero();
            this._newPosition = BABYLON.Vector3.Zero();
        }
        // Controls
        FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
            var _this = this;
            var previousPosition;
            var engine = this.getEngine();
            if (this._attachedElement) {
                return;
            }
            this._attachedElement = element;
            if (this._onMouseDown === undefined) {
                this._onMouseDown = function (evt) {
                    previousPosition = {
                        x: evt.clientX,
                        y: evt.clientY
                    };
                    if (!noPreventDefault) {
                        evt.preventDefault();
                    }
                };
                this._onMouseUp = function (evt) {
                    previousPosition = null;
                    if (!noPreventDefault) {
                        evt.preventDefault();
                    }
                };
                this._onMouseOut = function (evt) {
                    previousPosition = null;
                    _this._keys = [];
                    if (!noPreventDefault) {
                        evt.preventDefault();
                    }
                };
                this._onMouseMove = function (evt) {
                    if (!previousPosition && !engine.isPointerLock) {
                        return;
                    }
                    var offsetX;
                    var offsetY;
                    if (!engine.isPointerLock) {
                        offsetX = evt.clientX - previousPosition.x;
                        offsetY = evt.clientY - previousPosition.y;
                    }
                    else {
                        offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
                        offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
                    }
                    _this.cameraRotation.y += offsetX / _this.angularSensibility;
                    _this.cameraRotation.x += offsetY / _this.angularSensibility;
                    previousPosition = {
                        x: evt.clientX,
                        y: evt.clientY
                    };
                    if (!noPreventDefault) {
                        evt.preventDefault();
                    }
                };
                this._onKeyDown = function (evt) {
                    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) {
                        var index = _this._keys.indexOf(evt.keyCode);
                        if (index === -1) {
                            _this._keys.push(evt.keyCode);
                        }
                        if (!noPreventDefault) {
                            evt.preventDefault();
                        }
                    }
                };
                this._onKeyUp = function (evt) {
                    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) {
                        var index = _this._keys.indexOf(evt.keyCode);
                        if (index >= 0) {
                            _this._keys.splice(index, 1);
                        }
                        if (!noPreventDefault) {
                            evt.preventDefault();
                        }
                    }
                };
                this._onLostFocus = function () {
                    _this._keys = [];
                };
                this._reset = function () {
                    _this._keys = [];
                    previousPosition = null;
                    _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
                    _this.cameraRotation = new BABYLON.Vector2(0, 0);
                };
            }
            element.addEventListener("mousedown", this._onMouseDown, false);
            element.addEventListener("mouseup", this._onMouseUp, false);
            element.addEventListener("mouseout", this._onMouseOut, false);
            element.addEventListener("mousemove", this._onMouseMove, false);
            BABYLON.Tools.RegisterTopRootEvents([
                { name: "keydown", handler: this._onKeyDown },
                { name: "keyup", handler: this._onKeyUp },
                { name: "blur", handler: this._onLostFocus }
            ]);
        };
        FreeCamera.prototype.detachControl = function (element) {
            if (this._attachedElement != element) {
                return;
            }
            element.removeEventListener("mousedown", this._onMouseDown);
            element.removeEventListener("mouseup", this._onMouseUp);
            element.removeEventListener("mouseout", this._onMouseOut);
            element.removeEventListener("mousemove", this._onMouseMove);
            BABYLON.Tools.UnregisterTopRootEvents([
                { name: "keydown", handler: this._onKeyDown },
                { name: "keyup", handler: this._onKeyUp },
                { name: "blur", handler: this._onLostFocus }
            ]);
            this._attachedElement = null;
            if (this._reset) {
                this._reset();
            }
        };
        FreeCamera.prototype._collideWithWorld = function (velocity) {
            var globalPosition;
            if (this.parent) {
                globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
            }
            else {
                globalPosition = this.position;
            }
            globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
            this._collider.radius = this.ellipsoid;
            this.getScene()._getNewPosition(this._oldPosition, velocity, this._collider, 3, this._newPosition);
            this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);
            if (this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
                this.position.addInPlace(this._diffPosition);
                if (this.onCollide) {
                    this.onCollide(this._collider.collidedMesh);
                }
            }
        };
        FreeCamera.prototype._checkInputs = function () {
            if (!this._localDirection) {
                this._localDirection = BABYLON.Vector3.Zero();
                this._transformedDirection = BABYLON.Vector3.Zero();
            }
            for (var index = 0; index < this._keys.length; index++) {
                var keyCode = this._keys[index];
                var speed = this._computeLocalCameraSpeed();
                if (this.keysLeft.indexOf(keyCode) !== -1) {
                    this._localDirection.copyFromFloats(-speed, 0, 0);
                }
                else if (this.keysUp.indexOf(keyCode) !== -1) {
                    this._localDirection.copyFromFloats(0, 0, speed);
                }
                else if (this.keysRight.indexOf(keyCode) !== -1) {
                    this._localDirection.copyFromFloats(speed, 0, 0);
                }
                else if (this.keysDown.indexOf(keyCode) !== -1) {
                    this._localDirection.copyFromFloats(0, 0, -speed);
                }
                this.getViewMatrix().invertToRef(this._cameraTransformMatrix);
                BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
                this.cameraDirection.addInPlace(this._transformedDirection);
            }
        };
        FreeCamera.prototype._decideIfNeedsToMove = function () {
            return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
        };
        FreeCamera.prototype._updatePosition = function () {
            if (this.checkCollisions && this.getScene().collisionsEnabled) {
                this._collideWithWorld(this.cameraDirection);
                if (this.applyGravity) {
                    var oldPosition = this.position;
                    this._collideWithWorld(this.getScene().gravity);
                    this._needMoveForGravity = (BABYLON.Vector3.DistanceSquared(oldPosition, this.position) != 0);
                }
            }
            else {
                this.position.addInPlace(this.cameraDirection);
            }
        };
        FreeCamera.prototype._update = function () {
            this._checkInputs();
            _super.prototype._update.call(this);
        };
        return FreeCamera;
    })(BABYLON.TargetCamera);
    BABYLON.FreeCamera = FreeCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.freeCamera.js.map
var BABYLON;
(function (BABYLON) {
    // We're mainly based on the logic defined into the FreeCamera code
    var TouchCamera = (function (_super) {
        __extends(TouchCamera, _super);
        function TouchCamera(name, position, scene) {
            _super.call(this, name, position, scene);
            this._offsetX = null;
            this._offsetY = null;
            this._pointerCount = 0;
            this._pointerPressed = [];
            this.angularSensibility = 200000.0;
            this.moveSensibility = 500.0;
        }
        TouchCamera.prototype.attachControl = function (canvas, noPreventDefault) {
            var _this = this;
            var previousPosition;
            if (this._attachedCanvas) {
                return;
            }
            this._attachedCanvas = canvas;
            if (this._onPointerDown === undefined) {
                this._onPointerDown = function (evt) {
                    if (!noPreventDefault) {
                        evt.preventDefault();
                    }
                    _this._pointerPressed.push(evt.pointerId);
                    if (_this._pointerPressed.length !== 1) {
                        return;
                    }
                    previousPosition = {
                        x: evt.clientX,
                        y: evt.clientY
                    };
                };
                this._onPointerUp = function (evt) {
                    if (!noPreventDefault) {
                        evt.preventDefault();
                    }
                    var index = _this._pointerPressed.indexOf(evt.pointerId);
                    if (index === -1) {
                        return;
                    }
                    _this._pointerPressed.splice(index, 1);
                    if (index != 0) {
                        return;
                    }
                    previousPosition = null;
                    _this._offsetX = null;
                    _this._offsetY = null;
                };
                this._onPointerMove = function (evt) {
                    if (!noPreventDefault) {
                        evt.preventDefault();
                    }
                    if (!previousPosition) {
                        return;
                    }
                    var index = _this._pointerPressed.indexOf(evt.pointerId);
                    if (index != 0) {
                        return;
                    }
                    _this._offsetX = evt.clientX - previousPosition.x;
                    _this._offsetY = -(evt.clientY - previousPosition.y);
                };
                this._onLostFocus = function () {
                    _this._offsetX = null;
                    _this._offsetY = null;
                };
            }
            canvas.addEventListener("pointerdown", this._onPointerDown);
            canvas.addEventListener("pointerup", this._onPointerUp);
            canvas.addEventListener("pointerout", this._onPointerUp);
            canvas.addEventListener("pointermove", this._onPointerMove);
            BABYLON.Tools.RegisterTopRootEvents([
                { name: "blur", handler: this._onLostFocus }
            ]);
        };
        TouchCamera.prototype.detachControl = function (canvas) {
            if (this._attachedCanvas != canvas) {
                return;
            }
            canvas.removeEventListener("pointerdown", this._onPointerDown);
            canvas.removeEventListener("pointerup", this._onPointerUp);
            canvas.removeEventListener("pointerout", this._onPointerUp);
            canvas.removeEventListener("pointermove", this._onPointerMove);
            BABYLON.Tools.UnregisterTopRootEvents([
                { name: "blur", handler: this._onLostFocus }
            ]);
            this._attachedCanvas = null;
        };
        TouchCamera.prototype._checkInputs = function () {
            if (!this._offsetX) {
                return;
            }
            this.cameraRotation.y += this._offsetX / this.angularSensibility;
            if (this._pointerPressed.length > 1) {
                this.cameraRotation.x += -this._offsetY / this.angularSensibility;
            }
            else {
                var speed = this._computeLocalCameraSpeed();
                var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
                BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
                this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
            }
        };
        return TouchCamera;
    })(BABYLON.FreeCamera);
    BABYLON.TouchCamera = TouchCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.touchCamera.js.map
var BABYLON;
(function (BABYLON) {
    // We're mainly based on the logic defined into the FreeCamera code
    var DeviceOrientationCamera = (function (_super) {
        __extends(DeviceOrientationCamera, _super);
        function DeviceOrientationCamera(name, position, scene) {
            var _this = this;
            _super.call(this, name, position, scene);
            this._offsetX = null;
            this._offsetY = null;
            this._orientationGamma = 0;
            this._orientationBeta = 0;
            this._initialOrientationGamma = 0;
            this._initialOrientationBeta = 0;
            this.angularSensibility = 10000.0;
            this.moveSensibility = 50.0;
            window.addEventListener("resize", function () {
                _this._initialOrientationGamma = null;
            }, false);
        }
        DeviceOrientationCamera.prototype.attachControl = function (canvas, noPreventDefault) {
            var _this = this;
            if (this._attachedCanvas) {
                return;
            }
            this._attachedCanvas = canvas;
            if (!this._orientationChanged) {
                this._orientationChanged = function (evt) {
                    if (!_this._initialOrientationGamma) {
                        _this._initialOrientationGamma = evt.gamma;
                        _this._initialOrientationBeta = evt.beta;
                    }
                    _this._orientationGamma = evt.gamma;
                    _this._orientationBeta = evt.beta;
                    _this._offsetY = (_this._initialOrientationBeta - _this._orientationBeta);
                    _this._offsetX = (_this._initialOrientationGamma - _this._orientationGamma);
                };
            }
            window.addEventListener("deviceorientation", this._orientationChanged);
        };
        DeviceOrientationCamera.prototype.detachControl = function (canvas) {
            if (this._attachedCanvas != canvas) {
                return;
            }
            window.removeEventListener("deviceorientation", this._orientationChanged);
            this._attachedCanvas = null;
            this._orientationGamma = 0;
            this._orientationBeta = 0;
            this._initialOrientationGamma = 0;
            this._initialOrientationBeta = 0;
        };
        DeviceOrientationCamera.prototype._checkInputs = function () {
            if (!this._offsetX) {
                return;
            }
            this.cameraRotation.y -= this._offsetX / this.angularSensibility;
            var speed = this._computeLocalCameraSpeed();
            var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
            BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
            this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
        };
        return DeviceOrientationCamera;
    })(BABYLON.FreeCamera);
    BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.deviceOrientationCamera.js.map
var BABYLON;
(function (BABYLON) {
    var eventPrefix = BABYLON.Tools.GetPointerPrefix();
    var ArcRotateCamera = (function (_super) {
        __extends(ArcRotateCamera, _super);
        function ArcRotateCamera(name, alpha, beta, radius, target, scene) {
            _super.call(this, name, BABYLON.Vector3.Zero(), scene);
            this.alpha = alpha;
            this.beta = beta;
            this.radius = radius;
            this.target = target;
            this.inertialAlphaOffset = 0;
            this.inertialBetaOffset = 0;
            this.inertialRadiusOffset = 0;
            this.lowerAlphaLimit = null;
            this.upperAlphaLimit = null;
            this.lowerBetaLimit = 0.01;
            this.upperBetaLimit = Math.PI;
            this.lowerRadiusLimit = null;
            this.upperRadiusLimit = null;
            this.angularSensibility = 1000.0;
            this.wheelPrecision = 3.0;
            this.pinchPrecision = 2.0;
            this.keysUp = [38];
            this.keysDown = [40];
            this.keysLeft = [37];
            this.keysRight = [39];
            this.zoomOnFactor = 1;
            this.targetScreenOffset = BABYLON.Vector2.Zero();
            this._keys = [];
            this._viewMatrix = new BABYLON.Matrix();
            this.checkCollisions = false;
            this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
            this._collider = new BABYLON.Collider();
            this._previousPosition = BABYLON.Vector3.Zero();
            this._collisionVelocity = BABYLON.Vector3.Zero();
            this._newPosition = BABYLON.Vector3.Zero();
            if (!this.target) {
                this.target = BABYLON.Vector3.Zero();
            }
            this.getViewMatrix();
        }
        ArcRotateCamera.prototype._getTargetPosition = function () {
            return this.target.position || this.target;
        };
        // Cache
        ArcRotateCamera.prototype._initCache = function () {
            _super.prototype._initCache.call(this);
            this._cache.target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
            this._cache.alpha = undefined;
            this._cache.beta = undefined;
            this._cache.radius = undefined;
            this._cache.targetScreenOffset = undefined;
        };
        ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
            if (!ignoreParentClass) {
                _super.prototype._updateCache.call(this);
            }
            this._cache.target.copyFrom(this._getTargetPosition());
            this._cache.alpha = this.alpha;
            this._cache.beta = this.beta;
            this._cache.radius = this.radius;
            this._cache.targetScreenOffset = this.targetScreenOffset.clone();
        };
        // Synchronized
        ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
            if (!_super.prototype._isSynchronizedViewMatrix.call(this))
                return false;
            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);
        };
        // Methods
        ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault) {
            var _this = this;
            var cacheSoloPointer; // cache pointer object for better perf on camera rotation
            var previousPinchDistance = 0;
            var pointers = new BABYLON.SmartCollection();
            if (this._attachedElement) {
                return;
            }
            this._attachedElement = element;
            var engine = this.getEngine();
            if (this._onPointerDown === undefined) {
                this._onPointerDown = function (evt) {
                    pointers.add(evt.pointerId, { x: evt.clientX, y: evt.clientY, type: evt.pointerType });
                    cacheSoloPointer = pointers.item(evt.pointerId);
                    if (!noPreventDefault) {
                        evt.preventDefault();
                    }
                };
                this._onPointerUp = function (evt) {
                    cacheSoloPointer = null;
                    previousPinchDistance = 0;
                    pointers.remove(evt.pointerId);
                    if (!noPreventDefault) {
                        evt.preventDefault();
                    }
                };
                this._onPointerMove = function (evt) {
                    if (!noPreventDefault) {
                        evt.preventDefault();
                    }
                    switch (pointers.count) {
                        case 1:
                            //var offsetX = evt.clientX - pointers.item(evt.pointerId).x;
                            //var offsetY = evt.clientY - pointers.item(evt.pointerId).y;
                            var offsetX = evt.clientX - cacheSoloPointer.x;
                            var offsetY = evt.clientY - cacheSoloPointer.y;
                            _this.inertialAlphaOffset -= offsetX / _this.angularSensibility;
                            _this.inertialBetaOffset -= offsetY / _this.angularSensibility;
                            //pointers.item(evt.pointerId).x = evt.clientX;
                            //pointers.item(evt.pointerId).y = evt.clientY;
                            cacheSoloPointer.x = evt.clientX;
                            cacheSoloPointer.y = evt.clientY;
                            break;
                        case 2:
                            //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be usefull to force preventDefault to avoid html page scroll/zoom in some mobile browsers
                            pointers.item(evt.pointerId).x = evt.clientX;
                            pointers.item(evt.pointerId).y = evt.clientY;
                            var direction = 1;
                            var distX = pointers.getItemByIndex(0).x - pointers.getItemByIndex(1).x;
                            var distY = pointers.getItemByIndex(0).y - pointers.getItemByIndex(1).y;
                            var pinchSquaredDistance = (distX * distX) + (distY * distY);
                            if (previousPinchDistance === 0) {
                                previousPinchDistance = pinchSquaredDistance;
                                return;
                            }
                            if (pinchSquaredDistance !== previousPinchDistance) {
                                if (pinchSquaredDistance > previousPinchDistance) {
                                    direction = -1;
                                }
                                _this.inertialRadiusOffset += (pinchSquaredDistance - previousPinchDistance) / (_this.pinchPrecision * _this.wheelPrecision * _this.angularSensibility);
                                previousPinchDistance = pinchSquaredDistance;
                            }
                            break;
                        default:
                            if (pointers.item(evt.pointerId)) {
                                pointers.item(evt.pointerId).x = evt.clientX;
                                pointers.item(evt.pointerId).y = evt.clientY;
                            }
                    }
                };
                this._onMouseMove = function (evt) {
                    if (!engine.isPointerLock) {
                        return;
                    }
                    var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
                    var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
                    _this.inertialAlphaOffset -= offsetX / _this.angularSensibility;
                    _this.inertialBetaOffset -= offsetY / _this.angularSensibility;
                    if (!noPreventDefault) {
                        evt.preventDefault();
                    }
                };
                this._wheel = function (event) {
                    var delta = 0;
                    if (event.wheelDelta) {
                        delta = event.wheelDelta / (_this.wheelPrecision * 40);
                    }
                    else if (event.detail) {
                        delta = -event.detail / _this.wheelPrecision;
                    }
                    if (delta)
                        _this.inertialRadiusOffset += delta;
                    if (event.preventDefault) {
                        if (!noPreventDefault) {
                            event.preventDefault();
                        }
                    }
                };
                this._onKeyDown = function (evt) {
                    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) {
                        var index = _this._keys.indexOf(evt.keyCode);
                        if (index === -1) {
                            _this._keys.push(evt.keyCode);
                        }
                        if (evt.preventDefault) {
                            if (!noPreventDefault) {
                                evt.preventDefault();
                            }
                        }
                    }
                };
                this._onKeyUp = function (evt) {
                    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) {
                        var index = _this._keys.indexOf(evt.keyCode);
                        if (index >= 0) {
                            _this._keys.splice(index, 1);
                        }
                        if (evt.preventDefault) {
                            if (!noPreventDefault) {
                                evt.preventDefault();
                            }
                        }
                    }
                };
                this._onLostFocus = function () {
                    _this._keys = [];
                    pointers.empty();
                    previousPinchDistance = 0;
                    cacheSoloPointer = null;
                };
                this._onGestureStart = function (e) {
                    if (window.MSGesture === undefined) {
                        return;
                    }
                    if (!_this._MSGestureHandler) {
                        _this._MSGestureHandler = new MSGesture();
                        _this._MSGestureHandler.target = element;
                    }
                    _this._MSGestureHandler.addPointer(e.pointerId);
                };
                this._onGesture = function (e) {
                    _this.radius *= e.scale;
                    if (e.preventDefault) {
                        if (!noPreventDefault) {
                            e.stopPropagation();
                            e.preventDefault();
                        }
                    }
                };
                this._reset = function () {
                    _this._keys = [];
                    _this.inertialAlphaOffset = 0;
                    _this.inertialBetaOffset = 0;
                    _this.inertialRadiusOffset = 0;
                    pointers.empty();
                    previousPinchDistance = 0;
                    cacheSoloPointer = null;
                };
            }
            element.addEventListener(eventPrefix + "down", this._onPointerDown, false);
            element.addEventListener(eventPrefix + "up", this._onPointerUp, false);
            element.addEventListener(eventPrefix + "out", this._onPointerUp, false);
            element.addEventListener(eventPrefix + "move", this._onPointerMove, false);
            element.addEventListener("mousemove", this._onMouseMove, false);
            element.addEventListener("MSPointerDown", this._onGestureStart, false);
            element.addEventListener("MSGestureChange", this._onGesture, false);
            element.addEventListener('mousewheel', this._wheel, false);
            element.addEventListener('DOMMouseScroll', this._wheel, false);
            BABYLON.Tools.RegisterTopRootEvents([
                { name: "keydown", handler: this._onKeyDown },
                { name: "keyup", handler: this._onKeyUp },
                { name: "blur", handler: this._onLostFocus }
            ]);
        };
        ArcRotateCamera.prototype.detachControl = function (element) {
            if (this._attachedElement !== element) {
                return;
            }
            element.removeEventListener(eventPrefix + "down", this._onPointerDown);
            element.removeEventListener(eventPrefix + "up", this._onPointerUp);
            element.removeEventListener(eventPrefix + "out", this._onPointerUp);
            element.removeEventListener(eventPrefix + "move", this._onPointerMove);
            element.removeEventListener("mousemove", this._onMouseMove);
            element.removeEventListener("MSPointerDown", this._onGestureStart);
            element.removeEventListener("MSGestureChange", this._onGesture);
            element.removeEventListener('mousewheel', this._wheel);
            element.removeEventListener('DOMMouseScroll', this._wheel);
            BABYLON.Tools.UnregisterTopRootEvents([
                { name: "keydown", handler: this._onKeyDown },
                { name: "keyup", handler: this._onKeyUp },
                { name: "blur", handler: this._onLostFocus }
            ]);
            this._MSGestureHandler = null;
            this._attachedElement = null;
            if (this._reset) {
                this._reset();
            }
        };
        ArcRotateCamera.prototype._update = function () {
            for (var index = 0; index < this._keys.length; index++) {
                var keyCode = this._keys[index];
                if (this.keysLeft.indexOf(keyCode) !== -1) {
                    this.inertialAlphaOffset -= 0.01;
                }
                else if (this.keysUp.indexOf(keyCode) !== -1) {
                    this.inertialBetaOffset -= 0.01;
                }
                else if (this.keysRight.indexOf(keyCode) !== -1) {
                    this.inertialAlphaOffset += 0.01;
                }
                else if (this.keysDown.indexOf(keyCode) !== -1) {
                    this.inertialBetaOffset += 0.01;
                }
            }
            // Inertia
            if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset != 0) {
                this.alpha += this.inertialAlphaOffset;
                this.beta += this.inertialBetaOffset;
                this.radius -= this.inertialRadiusOffset;
                this.inertialAlphaOffset *= this.inertia;
                this.inertialBetaOffset *= this.inertia;
                this.inertialRadiusOffset *= this.inertia;
                if (Math.abs(this.inertialAlphaOffset) < BABYLON.Engine.Epsilon)
                    this.inertialAlphaOffset = 0;
                if (Math.abs(this.inertialBetaOffset) < BABYLON.Engine.Epsilon)
                    this.inertialBetaOffset = 0;
                if (Math.abs(this.inertialRadiusOffset) < BABYLON.Engine.Epsilon)
                    this.inertialRadiusOffset = 0;
            }
            // Limits
            if (this.lowerAlphaLimit && this.alpha < this.lowerAlphaLimit) {
                this.alpha = this.lowerAlphaLimit;
            }
            if (this.upperAlphaLimit && this.alpha > this.upperAlphaLimit) {
                this.alpha = this.upperAlphaLimit;
            }
            if (this.lowerBetaLimit && this.beta < this.lowerBetaLimit) {
                this.beta = this.lowerBetaLimit;
            }
            if (this.upperBetaLimit && this.beta > this.upperBetaLimit) {
                this.beta = this.upperBetaLimit;
            }
            if (this.lowerRadiusLimit && this.radius < this.lowerRadiusLimit) {
                this.radius = this.lowerRadiusLimit;
            }
            if (this.upperRadiusLimit && this.radius > this.upperRadiusLimit) {
                this.radius = this.upperRadiusLimit;
            }
        };
        ArcRotateCamera.prototype.setPosition = function (position) {
            var radiusv3 = position.subtract(this._getTargetPosition());
            this.radius = radiusv3.length();
            // Alpha
            this.alpha = Math.acos(radiusv3.x / Math.sqrt(Math.pow(radiusv3.x, 2) + Math.pow(radiusv3.z, 2)));
            if (radiusv3.z < 0) {
                this.alpha = 2 * Math.PI - this.alpha;
            }
            // Beta
            this.beta = Math.acos(radiusv3.y / this.radius);
        };
        ArcRotateCamera.prototype._getViewMatrix = function () {
            // Compute
            var cosa = Math.cos(this.alpha);
            var sina = Math.sin(this.alpha);
            var cosb = Math.cos(this.beta);
            var sinb = Math.sin(this.beta);
            var target = this._getTargetPosition();
            target.addToRef(new BABYLON.Vector3(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb), this.position);
            if (this.checkCollisions) {
                this._collider.radius = this.collisionRadius;
                this.position.subtractToRef(this._previousPosition, this._collisionVelocity);
                this.getScene()._getNewPosition(this._previousPosition, this._collisionVelocity, this._collider, 3, this._newPosition);
                if (!this._newPosition.equalsWithEpsilon(this.position)) {
                    this.position.copyFrom(this._previousPosition);
                    this.alpha = this._previousAlpha;
                    this.beta = this._previousBeta;
                    this.radius = this._previousRadius;
                    if (this.onCollide) {
                        this.onCollide(this._collider.collidedMesh);
                    }
                }
            }
            BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._viewMatrix);
            this._previousAlpha = this.alpha;
            this._previousBeta = this.beta;
            this._previousRadius = this.radius;
            this._previousPosition.copyFrom(this.position);
            this._viewMatrix.m[12] += this.targetScreenOffset.x;
            this._viewMatrix.m[13] += this.targetScreenOffset.y;
            return this._viewMatrix;
        };
        ArcRotateCamera.prototype.zoomOn = function (meshes) {
            meshes = meshes || this.getScene().meshes;
            var minMaxVector = BABYLON.Mesh.MinMax(meshes);
            var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
            this.radius = distance * this.zoomOnFactor;
            this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance });
        };
        ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance) {
            var meshesOrMinMaxVector;
            var distance;
            if (meshesOrMinMaxVectorAndDistance.min === undefined) {
                meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
                meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
                distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
            }
            else {
                meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance;
                distance = meshesOrMinMaxVectorAndDistance.distance;
            }
            this.target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
            this.maxZ = distance * 2;
        };
        return ArcRotateCamera;
    })(BABYLON.Camera);
    BABYLON.ArcRotateCamera = ArcRotateCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.arcRotateCamera.js.mapvar BABYLON;
(function (BABYLON) {
    /**
     * Represents a scene to be rendered by the engine.
     * @see http://doc.babylonjs.com/page.php?p=21911
     */
    var Scene = (function () {
        /**
         * @constructor
         * @param {BABYLON.Engine} engine - the engine to be used to render this scene.
         */
        function Scene(engine) {
            // Members
            this.autoClear = true;
            this.clearColor = new BABYLON.Color3(0.2, 0.2, 0.3);
            this.ambientColor = new BABYLON.Color3(0, 0, 0);
            this.forceWireframe = false;
            this.forcePointsCloud = false;
            this.forceShowBoundingBoxes = false;
            this.animationsEnabled = true;
            this.cameraToUseForPointers = null; // Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position
            // Fog
            /**
            * is fog enabled on this scene.
            * @type {boolean}
            */
            this.fogEnabled = true;
            this.fogMode = Scene.FOGMODE_NONE;
            this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
            this.fogDensity = 0.1;
            this.fogStart = 0;
            this.fogEnd = 1000.0;
            // Lights
            /**
            * is shadow enabled on this scene.
            * @type {boolean}
            */
            this.shadowsEnabled = true;
            /**
            * is light enabled on this scene.
            * @type {boolean}
            */
            this.lightsEnabled = true;
            /**
            * All of the lights added to this scene.
            * @see BABYLON.Light
            * @type {BABYLON.Light[]}
            */
            this.lights = new Array();
            // Cameras
            /**
            * All of the cameras added to this scene.
            * @see BABYLON.Camera
            * @type {BABYLON.Camera[]}
            */
            this.cameras = new Array();
            this.activeCameras = new Array();
            // Meshes
            /**
            * All of the (abstract) meshes added to this scene.
            * @see BABYLON.AbstractMesh
            * @type {BABYLON.AbstractMesh[]}
            */
            this.meshes = new Array();
            // Geometries
            this._geometries = new Array();
            this.materials = new Array();
            this.multiMaterials = new Array();
            this.defaultMaterial = new BABYLON.StandardMaterial("default material", this);
            // Textures
            this.texturesEnabled = true;
            this.textures = new Array();
            // Particles
            this.particlesEnabled = true;
            this.particleSystems = new Array();
            // Sprites
            this.spritesEnabled = true;
            this.spriteManagers = new Array();
            // Layers
            this.layers = new Array();
            // Skeletons
            this.skeletonsEnabled = true;
            this.skeletons = new Array();
            // Lens flares
            this.lensFlaresEnabled = true;
            this.lensFlareSystems = new Array();
            // Collisions
            this.collisionsEnabled = true;
            this.gravity = new BABYLON.Vector3(0, -9.0, 0);
            // Postprocesses
            this.postProcessesEnabled = true;
            // Customs render targets
            this.renderTargetsEnabled = true;
            this.dumpNextRenderTargets = false;
            this.customRenderTargets = new Array();
            // Imported meshes
            this.importedMeshesFiles = new Array();
            this._actionManagers = new Array();
            this._meshesForIntersections = new BABYLON.SmartArray(256);
            // Procedural textures
            this.proceduralTexturesEnabled = true;
            this._proceduralTextures = new Array();
            this.soundTracks = new Array();
            this._audioEnabled = true;
            this._headphone = false;
            this._totalVertices = 0;
            this._activeVertices = 0;
            this._activeParticles = 0;
            this._lastFrameDuration = 0;
            this._evaluateActiveMeshesDuration = 0;
            this._renderTargetsDuration = 0;
            this._particlesDuration = 0;
            this._renderDuration = 0;
            this._spritesDuration = 0;
            this._animationRatio = 0;
            this._renderId = 0;
            this._executeWhenReadyTimeoutId = -1;
            this._toBeDisposed = new BABYLON.SmartArray(256);
            this._onReadyCallbacks = new Array();
            this._pendingData = []; //ANY
            this._onBeforeRenderCallbacks = new Array();
            this._onAfterRenderCallbacks = new Array();
            this._activeMeshes = new BABYLON.SmartArray(256);
            this._processedMaterials = new BABYLON.SmartArray(256);
            this._renderTargets = new BABYLON.SmartArray(256);
            this._activeParticleSystems = new BABYLON.SmartArray(256);
            this._activeSkeletons = new BABYLON.SmartArray(32);
            this._activeBones = 0;
            this._activeAnimatables = new Array();
            this._transformMatrix = BABYLON.Matrix.Zero();
            this._scaledPosition = BABYLON.Vector3.Zero();
            this._scaledVelocity = BABYLON.Vector3.Zero();
            this._engine = engine;
            engine.scenes.push(this);
            this._renderingManager = new BABYLON.RenderingManager(this);
            this.postProcessManager = new BABYLON.PostProcessManager(this);
            this.postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
            this._boundingBoxRenderer = new BABYLON.BoundingBoxRenderer(this);
            this._outlineRenderer = new BABYLON.OutlineRenderer(this);
            this.attachControl();
            this._debugLayer = new BABYLON.DebugLayer(this);
            this.mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
            //simplification queue
            this.simplificationQueue = new BABYLON.SimplificationQueue();
        }
        Object.defineProperty(Scene, "FOGMODE_NONE", {
            get: function () {
                return Scene._FOGMODE_NONE;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Scene, "FOGMODE_EXP", {
            get: function () {
                return Scene._FOGMODE_EXP;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Scene, "FOGMODE_EXP2", {
            get: function () {
                return Scene._FOGMODE_EXP2;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Scene, "FOGMODE_LINEAR", {
            get: function () {
                return Scene._FOGMODE_LINEAR;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Scene.prototype, "debugLayer", {
            // Properties 
            get: function () {
                return this._debugLayer;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Scene.prototype, "meshUnderPointer", {
            /**
             * The mesh that is currently under the pointer.
             * @return {BABYLON.AbstractMesh} mesh under the pointer/mouse cursor or null if none.
             */
            get: function () {
                return this._meshUnderPointer;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Scene.prototype, "pointerX", {
            /**
             * Current on-screen X position of the pointer
             * @return {number} X position of the pointer
             */
            get: function () {
                return this._pointerX;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Scene.prototype, "pointerY", {
            /**
             * Current on-screen Y position of the pointer
             * @return {number} Y position of the pointer
             */
            get: function () {
                return this._pointerY;
            },
            enumerable: true,
            configurable: true
        });
        Scene.prototype.getCachedMaterial = function () {
            return this._cachedMaterial;
        };
        Scene.prototype.getBoundingBoxRenderer = function () {
            return this._boundingBoxRenderer;
        };
        Scene.prototype.getOutlineRenderer = function () {
            return this._outlineRenderer;
        };
        Scene.prototype.getEngine = function () {
            return this._engine;
        };
        Scene.prototype.getTotalVertices = function () {
            return this._totalVertices;
        };
        Scene.prototype.getActiveVertices = function () {
            return this._activeVertices;
        };
        Scene.prototype.getActiveParticles = function () {
            return this._activeParticles;
        };
        Scene.prototype.getActiveBones = function () {
            return this._activeBones;
        };
        // Stats
        Scene.prototype.getLastFrameDuration = function () {
            return this._lastFrameDuration;
        };
        Scene.prototype.getEvaluateActiveMeshesDuration = function () {
            return this._evaluateActiveMeshesDuration;
        };
        Scene.prototype.getActiveMeshes = function () {
            return this._activeMeshes;
        };
        Scene.prototype.getRenderTargetsDuration = function () {
            return this._renderTargetsDuration;
        };
        Scene.prototype.getRenderDuration = function () {
            return this._renderDuration;
        };
        Scene.prototype.getParticlesDuration = function () {
            return this._particlesDuration;
        };
        Scene.prototype.getSpritesDuration = function () {
            return this._spritesDuration;
        };
        Scene.prototype.getAnimationRatio = function () {
            return this._animationRatio;
        };
        Scene.prototype.getRenderId = function () {
            return this._renderId;
        };
        Scene.prototype.incrementRenderId = function () {
            this._renderId++;
        };
        Scene.prototype._updatePointerPosition = function (evt) {
            var canvasRect = this._engine.getRenderingCanvasClientRect();
            this._pointerX = evt.clientX - canvasRect.left;
            this._pointerY = evt.clientY - canvasRect.top;
            if (this.cameraToUseForPointers) {
                this._pointerX = this._pointerX - this.cameraToUseForPointers.viewport.x * this._engine.getRenderWidth();
                this._pointerY = this._pointerY - this.cameraToUseForPointers.viewport.y * this._engine.getRenderHeight();
            }
        };
        // Pointers handling
        Scene.prototype.attachControl = function () {
            var _this = this;
            this._onPointerMove = function (evt) {
                var canvas = _this._engine.getRenderingCanvas();
                _this._updatePointerPosition(evt);
                var pickResult = _this.pick(_this._pointerX, _this._pointerY, function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPointerTriggers; }, false, _this.cameraToUseForPointers);
                if (pickResult.hit) {
                    _this._meshUnderPointer = pickResult.pickedMesh;
                    _this.setPointerOverMesh(pickResult.pickedMesh);
                    canvas.style.cursor = "pointer";
                }
                else {
                    _this.setPointerOverMesh(null);
                    canvas.style.cursor = "";
                    _this._meshUnderPointer = null;
                }
            };
            this._onPointerDown = function (evt) {
                var predicate = null;
                if (!_this.onPointerDown) {
                    predicate = function (mesh) {
                        return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPickTriggers;
                    };
                }
                _this._updatePointerPosition(evt);
                var pickResult = _this.pick(_this._pointerX, _this._pointerY, predicate, false, _this.cameraToUseForPointers);
                if (pickResult.hit) {
                    if (pickResult.pickedMesh.actionManager) {
                        switch (evt.button) {
                            case 0:
                                pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
                                break;
                            case 1:
                                pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
                                break;
                            case 2:
                                pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
                                break;
                        }
                        pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
                    }
                }
                if (_this.onPointerDown) {
                    _this.onPointerDown(evt, pickResult);
                }
            };
            this._onKeyDown = function (evt) {
                if (_this.actionManager) {
                    _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
                }
            };
            this._onKeyUp = function (evt) {
                if (_this.actionManager) {
                    _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
                }
            };
            var eventPrefix = BABYLON.Tools.GetPointerPrefix();
            this._engine.getRenderingCanvas().addEventListener(eventPrefix + "move", this._onPointerMove, false);
            this._engine.getRenderingCanvas().addEventListener(eventPrefix + "down", this._onPointerDown, false);
            BABYLON.Tools.RegisterTopRootEvents([
                { name: "keydown", handler: this._onKeyDown },
                { name: "keyup", handler: this._onKeyUp }
            ]);
        };
        Scene.prototype.detachControl = function () {
            var eventPrefix = BABYLON.Tools.GetPointerPrefix();
            this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "move", this._onPointerMove);
            this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "down", this._onPointerDown);
            BABYLON.Tools.UnregisterTopRootEvents([
                { name: "keydown", handler: this._onKeyDown },
                { name: "keyup", handler: this._onKeyUp }
            ]);
        };
        // Ready
        Scene.prototype.isReady = function () {
            if (this._pendingData.length > 0) {
                return false;
            }
            for (var index = 0; index < this._geometries.length; index++) {
                var geometry = this._geometries[index];
                if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
                    return false;
                }
            }
            for (index = 0; index < this.meshes.length; index++) {
                var mesh = this.meshes[index];
                if (!mesh.isReady()) {
                    return false;
                }
                var mat = mesh.material;
                if (mat) {
                    if (!mat.isReady(mesh)) {
                        return false;
                    }
                }
            }
            return true;
        };
        Scene.prototype.resetCachedMaterial = function () {
            this._cachedMaterial = null;
        };
        Scene.prototype.registerBeforeRender = function (func) {
            this._onBeforeRenderCallbacks.push(func);
        };
        Scene.prototype.unregisterBeforeRender = function (func) {
            var index = this._onBeforeRenderCallbacks.indexOf(func);
            if (index > -1) {
                this._onBeforeRenderCallbacks.splice(index, 1);
            }
        };
        Scene.prototype.registerAfterRender = function (func) {
            this._onAfterRenderCallbacks.push(func);
        };
        Scene.prototype.unregisterAfterRender = function (func) {
            var index = this._onAfterRenderCallbacks.indexOf(func);
            if (index > -1) {
                this._onAfterRenderCallbacks.splice(index, 1);
            }
        };
        Scene.prototype._addPendingData = function (data) {
            this._pendingData.push(data);
        };
        Scene.prototype._removePendingData = function (data) {
            var index = this._pendingData.indexOf(data);
            if (index !== -1) {
                this._pendingData.splice(index, 1);
            }
        };
        Scene.prototype.getWaitingItemsCount = function () {
            return this._pendingData.length;
        };
        /**
         * Registers a function to be executed when the scene is ready.
         * @param {Function} func - the function to be executed.
         */
        Scene.prototype.executeWhenReady = function (func) {
            var _this = this;
            this._onReadyCallbacks.push(func);
            if (this._executeWhenReadyTimeoutId !== -1) {
                return;
            }
            this._executeWhenReadyTimeoutId = setTimeout(function () {
                _this._checkIsReady();
            }, 150);
        };
        Scene.prototype._checkIsReady = function () {
            var _this = this;
            if (this.isReady()) {
                this._onReadyCallbacks.forEach(function (func) {
                    func();
                });
                this._onReadyCallbacks = [];
                this._executeWhenReadyTimeoutId = -1;
                return;
            }
            this._executeWhenReadyTimeoutId = setTimeout(function () {
                _this._checkIsReady();
            }, 150);
        };
        // Animations
        /**
         * Will start the animation sequence of a given target
         * @param target - the target
         * @param {number} from - from which frame should animation start
         * @param {number} to - till which frame should animation run.
         * @param {boolean} [loop] - should the animation loop
         * @param {number} [speedRatio] - the speed in which to run the animation
         * @param {Function} [onAnimationEnd] function to be executed when the animation ended.
         * @param {BABYLON.Animatable} [animatable] an animatable object. If not provided a new one will be created from the given params.
         * @return {BABYLON.Animatable} the animatable object created for this animation
         * @see BABYLON.Animatable
         * @see http://doc.babylonjs.com/page.php?p=22081
         */
        Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable) {
            if (speedRatio === undefined) {
                speedRatio = 1.0;
            }
            this.stopAnimation(target);
            if (!animatable) {
                animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
            }
            // Local animations
            if (target.animations) {
                animatable.appendAnimations(target, target.animations);
            }
            // Children animations
            if (target.getAnimatables) {
                var animatables = target.getAnimatables();
                for (var index = 0; index < animatables.length; index++) {
                    this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable);
                }
            }
            return animatable;
        };
        Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
            if (speedRatio === undefined) {
                speedRatio = 1.0;
            }
            var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
            return animatable;
        };
        Scene.prototype.getAnimatableByTarget = function (target) {
            for (var index = 0; index < this._activeAnimatables.length; index++) {
                if (this._activeAnimatables[index].target === target) {
                    return this._activeAnimatables[index];
                }
            }
            return null;
        };
        /**
         * Will stop the animation of the given target
         * @param target - the target
         * @see beginAnimation
         */
        Scene.prototype.stopAnimation = function (target) {
            var animatable = this.getAnimatableByTarget(target);
            if (animatable) {
                animatable.stop();
            }
        };
        Scene.prototype._animate = function () {
            if (!this.animationsEnabled) {
                return;
            }
            if (!this._animationStartDate) {
                this._animationStartDate = BABYLON.Tools.Now;
            }
            // Getting time
            var now = BABYLON.Tools.Now;
            var delay = now - this._animationStartDate;
            for (var index = 0; index < this._activeAnimatables.length; index++) {
                this._activeAnimatables[index]._animate(delay);
            }
        };
        // Matrix
        Scene.prototype.getViewMatrix = function () {
            return this._viewMatrix;
        };
        Scene.prototype.getProjectionMatrix = function () {
            return this._projectionMatrix;
        };
        Scene.prototype.getTransformMatrix = function () {
            return this._transformMatrix;
        };
        Scene.prototype.setTransformMatrix = function (view, projection) {
            this._viewMatrix = view;
            this._projectionMatrix = projection;
            this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
        };
        // Methods
        Scene.prototype.addMesh = function (newMesh) {
            var position = this.meshes.push(newMesh);
            if (this.onNewMeshAdded) {
                this.onNewMeshAdded(newMesh, position, this);
            }
        };
        Scene.prototype.removeMesh = function (toRemove) {
            var index = this.meshes.indexOf(toRemove);
            if (index !== -1) {
                // Remove from the scene if mesh found 
                this.meshes.splice(index, 1);
            }
            if (this.onMeshRemoved) {
                this.onMeshRemoved(toRemove);
            }
            return index;
        };
        Scene.prototype.removeLight = function (toRemove) {
            var index = this.lights.indexOf(toRemove);
            if (index !== -1) {
                // Remove from the scene if mesh found 
                this.lights.splice(index, 1);
            }
            if (this.onLightRemoved) {
                this.onLightRemoved(toRemove);
            }
            return index;
        };
        Scene.prototype.removeCamera = function (toRemove) {
            var index = this.cameras.indexOf(toRemove);
            if (index !== -1) {
                // Remove from the scene if mesh found 
                this.cameras.splice(index, 1);
            }
            if (this.onCameraRemoved) {
                this.onCameraRemoved(toRemove);
            }
            return index;
        };
        Scene.prototype.addLight = function (newLight) {
            var position = this.lights.push(newLight);
            if (this.onNewLightAdded) {
                this.onNewLightAdded(newLight, position, this);
            }
        };
        Scene.prototype.addCamera = function (newCamera) {
            var position = this.cameras.push(newCamera);
            if (this.onNewCameraAdded) {
                this.onNewCameraAdded(newCamera, position, this);
            }
        };
        /**
         * sets the active camera of the scene using its ID
         * @param {string} id - the camera's ID
         * @return {BABYLON.Camera|null} the new active camera or null if none found.
         * @see activeCamera
         */
        Scene.prototype.setActiveCameraByID = function (id) {
            var camera = this.getCameraByID(id);
            if (camera) {
                this.activeCamera = camera;
                return camera;
            }
            return null;
        };
        /**
         * sets the active camera of the scene using its name
         * @param {string} name - the camera's name
         * @return {BABYLON.Camera|null} the new active camera or null if none found.
         * @see activeCamera
         */
        Scene.prototype.setActiveCameraByName = function (name) {
            var camera = this.getCameraByName(name);
            if (camera) {
                this.activeCamera = camera;
                return camera;
            }
            return null;
        };
        /**
         * get a material using its id
         * @param {string} the material's ID
         * @return {BABYLON.Material|null} the material or null if none found.
         */
        Scene.prototype.getMaterialByID = function (id) {
            for (var index = 0; index < this.materials.length; index++) {
                if (this.materials[index].id === id) {
                    return this.materials[index];
                }
            }
            return null;
        };
        /**
         * get a material using its name
         * @param {string} the material's name
         * @return {BABYLON.Material|null} the material or null if none found.
         */
        Scene.prototype.getMaterialByName = function (name) {
            for (var index = 0; index < this.materials.length; index++) {
                if (this.materials[index].name === name) {
                    return this.materials[index];
                }
            }
            return null;
        };
        Scene.prototype.getCameraByID = function (id) {
            for (var index = 0; index < this.cameras.length; index++) {
                if (this.cameras[index].id === id) {
                    return this.cameras[index];
                }
            }
            return null;
        };
        /**
         * get a camera using its name
         * @param {string} the camera's name
         * @return {BABYLON.Camera|null} the camera or null if none found.
         */
        Scene.prototype.getCameraByName = function (name) {
            for (var index = 0; index < this.cameras.length; index++) {
                if (this.cameras[index].name === name) {
                    return this.cameras[index];
                }
            }
            return null;
        };
        /**
         * get a light node using its name
         * @param {string} the light's name
         * @return {BABYLON.Light|null} the light or null if none found.
         */
        Scene.prototype.getLightByName = function (name) {
            for (var index = 0; index < this.lights.length; index++) {
                if (this.lights[index].name === name) {
                    return this.lights[index];
                }
            }
            return null;
        };
        /**
         * get a light node using its ID
         * @param {string} the light's id
         * @return {BABYLON.Light|null} the light or null if none found.
         */
        Scene.prototype.getLightByID = function (id) {
            for (var index = 0; index < this.lights.length; index++) {
                if (this.lights[index].id === id) {
                    return this.lights[index];
                }
            }
            return null;
        };
        /**
         * get a geometry using its ID
         * @param {string} the geometry's id
         * @return {BABYLON.Geometry|null} the geometry or null if none found.
         */
        Scene.prototype.getGeometryByID = function (id) {
            for (var index = 0; index < this._geometries.length; index++) {
                if (this._geometries[index].id === id) {
                    return this._geometries[index];
                }
            }
            return null;
        };
        /**
         * add a new geometry to this scene.
         * @param {BABYLON.Geometry} geometry - the geometry to be added to the scene.
         * @param {boolean} [force] - force addition, even if a geometry with this ID already exists
         * @return {boolean} was the geometry added or not
         */
        Scene.prototype.pushGeometry = function (geometry, force) {
            if (!force && this.getGeometryByID(geometry.id)) {
                return false;
            }
            this._geometries.push(geometry);
            return true;
        };
        Scene.prototype.getGeometries = function () {
            return this._geometries;
        };
        /**
         * Get a the first added mesh found of a given ID
         * @param {string} id - the id to search for
         * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
         */
        Scene.prototype.getMeshByID = function (id) {
            for (var index = 0; index < this.meshes.length; index++) {
                if (this.meshes[index].id === id) {
                    return this.meshes[index];
                }
            }
            return null;
        };
        /**
         * Get a the last added mesh found of a given ID
         * @param {string} id - the id to search for
         * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
         */
        Scene.prototype.getLastMeshByID = function (id) {
            for (var index = this.meshes.length - 1; index >= 0; index--) {
                if (this.meshes[index].id === id) {
                    return this.meshes[index];
                }
            }
            return null;
        };
        /**
         * Get a the last added node (Mesh, Camera, Light) found of a given ID
         * @param {string} id - the id to search for
         * @return {BABYLON.Node|null} the node found or null if not found at all.
         */
        Scene.prototype.getLastEntryByID = function (id) {
            for (var index = this.meshes.length - 1; index >= 0; index--) {
                if (this.meshes[index].id === id) {
                    return this.meshes[index];
                }
            }
            for (index = this.cameras.length - 1; index >= 0; index--) {
                if (this.cameras[index].id === id) {
                    return this.cameras[index];
                }
            }
            for (index = this.lights.length - 1; index >= 0; index--) {
                if (this.lights[index].id === id) {
                    return this.lights[index];
                }
            }
            return null;
        };
        Scene.prototype.getNodeByName = function (name) {
            var mesh = this.getMeshByName(name);
            if (mesh) {
                return mesh;
            }
            var light = this.getLightByName(name);
            if (light) {
                return light;
            }
            return this.getCameraByName(name);
        };
        Scene.prototype.getMeshByName = function (name) {
            for (var index = 0; index < this.meshes.length; index++) {
                if (this.meshes[index].name === name) {
                    return this.meshes[index];
                }
            }
            return null;
        };
        Scene.prototype.getSoundByName = function (name) {
            for (var index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
                if (this.mainSoundTrack.soundCollection[index].name === name) {
                    return this.mainSoundTrack.soundCollection[index];
                }
            }
            for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
                for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
                    if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
                        return this.soundTracks[sdIndex].soundCollection[index];
                    }
                }
            }
            return null;
        };
        Scene.prototype.getLastSkeletonByID = function (id) {
            for (var index = this.skeletons.length - 1; index >= 0; index--) {
                if (this.skeletons[index].id === id) {
                    return this.skeletons[index];
                }
            }
            return null;
        };
        Scene.prototype.getSkeletonById = function (id) {
            for (var index = 0; index < this.skeletons.length; index++) {
                if (this.skeletons[index].id === id) {
                    return this.skeletons[index];
                }
            }
            return null;
        };
        Scene.prototype.getSkeletonByName = function (name) {
            for (var index = 0; index < this.skeletons.length; index++) {
                if (this.skeletons[index].name === name) {
                    return this.skeletons[index];
                }
            }
            return null;
        };
        Scene.prototype.isActiveMesh = function (mesh) {
            return (this._activeMeshes.indexOf(mesh) !== -1);
        };
        Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
            if (mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
                var material = subMesh.getMaterial();
                if (mesh.showSubMeshesBoundingBox) {
                    this._boundingBoxRenderer.renderList.push(subMesh.getBoundingInfo().boundingBox);
                }
                if (material) {
                    // Render targets
                    if (material.getRenderTargetTextures) {
                        if (this._processedMaterials.indexOf(material) === -1) {
                            this._processedMaterials.push(material);
                            this._renderTargets.concat(material.getRenderTargetTextures());
                        }
                    }
                    // Dispatch
                    this._activeVertices += subMesh.indexCount;
                    this._renderingManager.dispatch(subMesh);
                }
            }
        };
        Scene.prototype._evaluateActiveMeshes = function () {
            this.activeCamera._activeMeshes.reset();
            this._activeMeshes.reset();
            this._renderingManager.reset();
            this._processedMaterials.reset();
            this._activeParticleSystems.reset();
            this._activeSkeletons.reset();
            this._boundingBoxRenderer.reset();
            if (!this._frustumPlanes) {
                this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
            }
            else {
                BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
            }
            // Meshes
            var meshes;
            var len;
            if (this._selectionOctree) {
                var selection = this._selectionOctree.select(this._frustumPlanes);
                meshes = selection.data;
                len = selection.length;
            }
            else {
                len = this.meshes.length;
                meshes = this.meshes;
            }
            for (var meshIndex = 0; meshIndex < len; meshIndex++) {
                var mesh = meshes[meshIndex];
                if (mesh.isBlocked) {
                    continue;
                }
                this._totalVertices += mesh.getTotalVertices();
                if (!mesh.isReady()) {
                    continue;
                }
                mesh.computeWorldMatrix();
                // Intersections
                if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger])) {
                    this._meshesForIntersections.pushNoDuplicate(mesh);
                }
                // Switch to current LOD
                var meshLOD = mesh.getLOD(this.activeCamera);
                if (!meshLOD) {
                    continue;
                }
                mesh._preActivate();
                if (mesh.isEnabled() && mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && mesh.isInFrustum(this._frustumPlanes)) {
                    this._activeMeshes.push(mesh);
                    this.activeCamera._activeMeshes.push(mesh);
                    mesh._activate(this._renderId);
                    this._activeMesh(meshLOD);
                }
            }
            // Particle systems
            var beforeParticlesDate = BABYLON.Tools.Now;
            if (this.particlesEnabled) {
                BABYLON.Tools.StartPerformanceCounter("Particles", this.particleSystems.length > 0);
                for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
                    var particleSystem = this.particleSystems[particleIndex];
                    if (!particleSystem.isStarted()) {
                        continue;
                    }
                    if (!particleSystem.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) {
                        this._activeParticleSystems.push(particleSystem);
                        particleSystem.animate();
                    }
                }
                BABYLON.Tools.EndPerformanceCounter("Particles", this.particleSystems.length > 0);
            }
            this._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate;
        };
        Scene.prototype._activeMesh = function (mesh) {
            if (mesh.skeleton && this.skeletonsEnabled) {
                this._activeSkeletons.pushNoDuplicate(mesh.skeleton);
            }
            if (mesh.showBoundingBox || this.forceShowBoundingBoxes) {
                this._boundingBoxRenderer.renderList.push(mesh.getBoundingInfo().boundingBox);
            }
            if (mesh && mesh.subMeshes) {
                // Submeshes Octrees
                var len;
                var subMeshes;
                if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
                    var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
                    len = intersections.length;
                    subMeshes = intersections.data;
                }
                else {
                    subMeshes = mesh.subMeshes;
                    len = subMeshes.length;
                }
                for (var subIndex = 0; subIndex < len; subIndex++) {
                    var subMesh = subMeshes[subIndex];
                    this._evaluateSubMesh(subMesh, mesh);
                }
            }
        };
        Scene.prototype.updateTransformMatrix = function (force) {
            this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
        };
        Scene.prototype._renderForCamera = function (camera) {
            var engine = this._engine;
            this.activeCamera = camera;
            if (!this.activeCamera)
                throw new Error("Active camera not set");
            BABYLON.Tools.StartPerformanceCounter("Rendering camera " + this.activeCamera.name);
            // Viewport
            engine.setViewport(this.activeCamera.viewport);
            // Camera
            this._renderId++;
            this.updateTransformMatrix();
            if (this.beforeCameraRender) {
                this.beforeCameraRender(this.activeCamera);
            }
            // Meshes
            var beforeEvaluateActiveMeshesDate = BABYLON.Tools.Now;
            BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
            this._evaluateActiveMeshes();
            this._evaluateActiveMeshesDuration += BABYLON.Tools.Now - beforeEvaluateActiveMeshesDate;
            BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
            for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
                var skeleton = this._activeSkeletons.data[skeletonIndex];
                skeleton.prepare();
            }
            // Render targets
            var beforeRenderTargetDate = BABYLON.Tools.Now;
            if (this.renderTargetsEnabled) {
                BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
                for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
                    var renderTarget = this._renderTargets.data[renderIndex];
                    if (renderTarget._shouldRender()) {
                        this._renderId++;
                        var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
                        renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
                    }
                }
                BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
                this._renderId++;
            }
            if (this._renderTargets.length > 0) {
                engine.restoreDefaultFramebuffer();
            }
            this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate;
            // Prepare Frame
            this.postProcessManager._prepareFrame();
            var beforeRenderDate = BABYLON.Tools.Now;
            // Backgrounds
            if (this.layers.length) {
                engine.setDepthBuffer(false);
                var layerIndex;
                var layer;
                for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
                    layer = this.layers[layerIndex];
                    if (layer.isBackground) {
                        layer.render();
                    }
                }
                engine.setDepthBuffer(true);
            }
            // Render
            BABYLON.Tools.StartPerformanceCounter("Main render");
            this._renderingManager.render(null, null, true, true);
            BABYLON.Tools.EndPerformanceCounter("Main render");
            // Bounding boxes
            this._boundingBoxRenderer.render();
            // Lens flares
            if (this.lensFlaresEnabled) {
                BABYLON.Tools.StartPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
                for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) {
                    this.lensFlareSystems[lensFlareSystemIndex].render();
                }
                BABYLON.Tools.EndPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
            }
            // Foregrounds
            if (this.layers.length) {
                engine.setDepthBuffer(false);
                for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
                    layer = this.layers[layerIndex];
                    if (!layer.isBackground) {
                        layer.render();
                    }
                }
                engine.setDepthBuffer(true);
            }
            this._renderDuration += BABYLON.Tools.Now - beforeRenderDate;
            // Finalize frame
            this.postProcessManager._finalizeFrame(camera.isIntermediate);
            // Update camera
            this.activeCamera._updateFromScene();
            // Reset some special arrays
            this._renderTargets.reset();
            if (this.afterCameraRender) {
                this.afterCameraRender(this.activeCamera);
            }
            BABYLON.Tools.EndPerformanceCounter("Rendering camera " + this.activeCamera.name);
        };
        Scene.prototype._processSubCameras = function (camera) {
            if (camera.subCameras.length === 0) {
                this._renderForCamera(camera);
                return;
            }
            for (var index = 0; index < camera.subCameras.length; index++) {
                this._renderForCamera(camera.subCameras[index]);
            }
            this.activeCamera = camera;
            this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
            // Update camera
            this.activeCamera._updateFromScene();
        };
        Scene.prototype._checkIntersections = function () {
            for (var index = 0; index < this._meshesForIntersections.length; index++) {
                var sourceMesh = this._meshesForIntersections.data[index];
                for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
                    var action = sourceMesh.actionManager.actions[actionIndex];
                    if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
                        var parameters = action.getTriggerParameter();
                        var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
                        var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
                        var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
                        if (areIntersecting && currentIntersectionInProgress === -1) {
                            if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
                                action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh));
                                sourceMesh._intersectionsInProgress.push(otherMesh);
                            }
                            else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
                                sourceMesh._intersectionsInProgress.push(otherMesh);
                            }
                        }
                        else if (!areIntersecting && currentIntersectionInProgress > -1 && action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
                            action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh));
                            var indexOfOther = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
                            if (indexOfOther > -1) {
                                sourceMesh._intersectionsInProgress.splice(indexOfOther, 1);
                            }
                        }
                    }
                }
            }
        };
        Scene.prototype.render = function () {
            var startDate = BABYLON.Tools.Now;
            this._particlesDuration = 0;
            this._spritesDuration = 0;
            this._activeParticles = 0;
            this._renderDuration = 0;
            this._renderTargetsDuration = 0;
            this._evaluateActiveMeshesDuration = 0;
            this._totalVertices = 0;
            this._activeVertices = 0;
            this._activeBones = 0;
            this.getEngine().resetDrawCalls();
            this._meshesForIntersections.reset();
            this.resetCachedMaterial();
            BABYLON.Tools.StartPerformanceCounter("Scene rendering");
            // Actions
            if (this.actionManager) {
                this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger, null);
            }
            //Simplification Queue
            if (!this.simplificationQueue.running) {
                this.simplificationQueue.executeNext();
            }
            // Before render
            if (this.beforeRender) {
                this.beforeRender();
            }
            for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
                this._onBeforeRenderCallbacks[callbackIndex]();
            }
            // Animations
            var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
            this._animationRatio = deltaTime * (60.0 / 1000.0);
            this._animate();
            // Physics
            if (this._physicsEngine) {
                BABYLON.Tools.StartPerformanceCounter("Physics");
                this._physicsEngine._runOneStep(deltaTime / 1000.0);
                BABYLON.Tools.EndPerformanceCounter("Physics");
            }
            // Customs render targets
            var beforeRenderTargetDate = BABYLON.Tools.Now;
            var engine = this.getEngine();
            var currentActiveCamera = this.activeCamera;
            if (this.renderTargetsEnabled) {
                BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
                for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
                    var renderTarget = this.customRenderTargets[customIndex];
                    if (renderTarget._shouldRender()) {
                        this._renderId++;
                        this.activeCamera = renderTarget.activeCamera || this.activeCamera;
                        if (!this.activeCamera)
                            throw new Error("Active camera not set");
                        // Viewport
                        engine.setViewport(this.activeCamera.viewport);
                        // Camera
                        this.updateTransformMatrix();
                        renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
                    }
                }
                BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
                this._renderId++;
            }
            if (this.customRenderTargets.length > 0) {
                engine.restoreDefaultFramebuffer();
            }
            this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate;
            this.activeCamera = currentActiveCamera;
            // Procedural textures
            if (this.proceduralTexturesEnabled) {
                BABYLON.Tools.StartPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
                for (var proceduralIndex = 0; proceduralIndex < this._proceduralTextures.length; proceduralIndex++) {
                    var proceduralTexture = this._proceduralTextures[proceduralIndex];
                    if (proceduralTexture._shouldRender()) {
                        proceduralTexture.render();
                    }
                }
                BABYLON.Tools.EndPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
            }
            // Clear
            this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, true);
            // Shadows
            if (this.shadowsEnabled) {
                for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) {
                    var light = this.lights[lightIndex];
                    var shadowGenerator = light.getShadowGenerator();
                    if (light.isEnabled() && shadowGenerator && shadowGenerator.getShadowMap().getScene().textures.indexOf(shadowGenerator.getShadowMap()) !== -1) {
                        this._renderTargets.push(shadowGenerator.getShadowMap());
                    }
                }
            }
            // Depth renderer
            if (this._depthRenderer) {
                this._renderTargets.push(this._depthRenderer.getDepthMap());
            }
            // RenderPipeline
            this.postProcessRenderPipelineManager.update();
            // Multi-cameras?
            if (this.activeCameras.length > 0) {
                var currentRenderId = this._renderId;
                for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
                    this._renderId = currentRenderId;
                    this._processSubCameras(this.activeCameras[cameraIndex]);
                }
            }
            else {
                if (!this.activeCamera) {
                    throw new Error("No camera defined");
                }
                this._processSubCameras(this.activeCamera);
            }
            // Intersection checks
            this._checkIntersections();
            // Update the audio listener attached to the camera
            this._updateAudioParameters();
            // After render
            if (this.afterRender) {
                this.afterRender();
            }
            for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
                this._onAfterRenderCallbacks[callbackIndex]();
            }
            for (var index = 0; index < this._toBeDisposed.length; index++) {
                this._toBeDisposed.data[index].dispose();
                this._toBeDisposed[index] = null;
            }
            this._toBeDisposed.reset();
            if (this.dumpNextRenderTargets) {
                this.dumpNextRenderTargets = false;
            }
            BABYLON.Tools.EndPerformanceCounter("Scene rendering");
            this._lastFrameDuration = BABYLON.Tools.Now - startDate;
        };
        Scene.prototype._updateAudioParameters = function () {
            if (!this.audioEnabled || (this.mainSoundTrack.soundCollection.length === 0 && this.soundTracks.length === 0)) {
                return;
            }
            var listeningCamera;
            var audioEngine = BABYLON.Engine.audioEngine;
            if (this.activeCameras.length > 0) {
                listeningCamera = this.activeCameras[0];
            }
            else {
                listeningCamera = this.activeCamera;
            }
            if (listeningCamera && audioEngine.canUseWebAudio) {
                audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
                var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
                var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
                cameraDirection.normalize();
                audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
                for (var i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
                    var sound = this.mainSoundTrack.soundCollection[i];
                    if (sound.useCustomAttenuation) {
                        sound.updateDistanceFromListener();
                    }
                }
                for (i = 0; i < this.soundTracks.length; i++) {
                    for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
                        sound = this.soundTracks[i].soundCollection[j];
                        if (sound.useCustomAttenuation) {
                            sound.updateDistanceFromListener();
                        }
                    }
                }
            }
        };
        Object.defineProperty(Scene.prototype, "audioEnabled", {
            // Audio
            get: function () {
                return this._audioEnabled;
            },
            set: function (value) {
                this._audioEnabled = value;
                if (this._audioEnabled) {
                    this._enableAudio();
                }
                else {
                    this._disableAudio();
                }
            },
            enumerable: true,
            configurable: true
        });
        Scene.prototype._disableAudio = function () {
            for (var i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
                this.mainSoundTrack.soundCollection[i].pause();
            }
            for (i = 0; i < this.soundTracks.length; i++) {
                for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
                    this.soundTracks[i].soundCollection[j].pause();
                }
            }
        };
        Scene.prototype._enableAudio = function () {
            for (var i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
                if (this.mainSoundTrack.soundCollection[i].isPaused) {
                    this.mainSoundTrack.soundCollection[i].play();
                }
            }
            for (i = 0; i < this.soundTracks.length; i++) {
                for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
                    if (this.soundTracks[i].soundCollection[j].isPaused) {
                        this.soundTracks[i].soundCollection[j].play();
                    }
                }
            }
        };
        Object.defineProperty(Scene.prototype, "headphone", {
            get: function () {
                return this._headphone;
            },
            set: function (value) {
                this._headphone = value;
                if (this._headphone) {
                    this._switchAudioModeForHeadphones();
                }
                else {
                    this._switchAudioModeForNormalSpeakers();
                }
            },
            enumerable: true,
            configurable: true
        });
        Scene.prototype._switchAudioModeForHeadphones = function () {
            this.mainSoundTrack.switchPanningModelToHRTF();
            for (var i = 0; i < this.soundTracks.length; i++) {
                this.soundTracks[i].switchPanningModelToHRTF();
            }
        };
        Scene.prototype._switchAudioModeForNormalSpeakers = function () {
            this.mainSoundTrack.switchPanningModelToEqualPower();
            for (var i = 0; i < this.soundTracks.length; i++) {
                this.soundTracks[i].switchPanningModelToEqualPower();
            }
        };
        Scene.prototype.enableDepthRenderer = function () {
            if (this._depthRenderer) {
                return this._depthRenderer;
            }
            this._depthRenderer = new BABYLON.DepthRenderer(this);
            return this._depthRenderer;
        };
        Scene.prototype.disableDepthRenderer = function () {
            if (!this._depthRenderer) {
                return;
            }
            this._depthRenderer.dispose();
            this._depthRenderer = null;
        };
        Scene.prototype.dispose = function () {
            this.beforeRender = null;
            this.afterRender = null;
            this.skeletons = [];
            this._boundingBoxRenderer.dispose();
            if (this._depthRenderer) {
                this._depthRenderer.dispose();
            }
            // Debug layer
            this.debugLayer.hide();
            // Events
            if (this.onDispose) {
                this.onDispose();
            }
            this._onBeforeRenderCallbacks = [];
            this._onAfterRenderCallbacks = [];
            this.detachControl();
            // Release sounds & sounds tracks
            this.disposeSounds();
            // Detach cameras
            var canvas = this._engine.getRenderingCanvas();
            var index;
            for (index = 0; index < this.cameras.length; index++) {
                this.cameras[index].detachControl(canvas);
            }
            while (this.lights.length) {
                this.lights[0].dispose();
            }
            while (this.meshes.length) {
                this.meshes[0].dispose(true);
            }
            while (this.cameras.length) {
                this.cameras[0].dispose();
            }
            while (this.materials.length) {
                this.materials[0].dispose();
            }
            while (this.particleSystems.length) {
                this.particleSystems[0].dispose();
            }
            while (this.spriteManagers.length) {
                this.spriteManagers[0].dispose();
            }
            while (this.layers.length) {
                this.layers[0].dispose();
            }
            while (this.textures.length) {
                this.textures[0].dispose();
            }
            // Post-processes
            this.postProcessManager.dispose();
            // Physics
            if (this._physicsEngine) {
                this.disablePhysicsEngine();
            }
            // Remove from engine
            index = this._engine.scenes.indexOf(this);
            if (index > -1) {
                this._engine.scenes.splice(index, 1);
            }
            this._engine.wipeCaches();
        };
        // Release sounds & sounds tracks
        Scene.prototype.disposeSounds = function () {
            this.mainSoundTrack.dispose();
            for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) {
                this.soundTracks[scIndex].dispose();
            }
        };
        // Collisions
        Scene.prototype._getNewPosition = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
            if (excludedMesh === void 0) { excludedMesh = null; }
            position.divideToRef(collider.radius, this._scaledPosition);
            velocity.divideToRef(collider.radius, this._scaledVelocity);
            collider.retry = 0;
            collider.initialVelocity = this._scaledVelocity;
            collider.initialPosition = this._scaledPosition;
            this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, finalPosition, excludedMesh);
            finalPosition.multiplyInPlace(collider.radius);
        };
        Scene.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
            if (excludedMesh === void 0) { excludedMesh = null; }
            var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
            if (collider.retry >= maximumRetry) {
                finalPosition.copyFrom(position);
                return;
            }
            collider._initialize(position, velocity, closeDistance);
            for (var index = 0; index < this.meshes.length; index++) {
                var mesh = this.meshes[index];
                if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh) {
                    mesh._checkCollision(collider);
                }
            }
            if (!collider.collisionFound) {
                position.addToRef(velocity, finalPosition);
                return;
            }
            if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
                collider._getResponse(position, velocity);
            }
            if (velocity.length() <= closeDistance) {
                finalPosition.copyFrom(position);
                return;
            }
            collider.retry++;
            this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
        };
        // Octrees
        Scene.prototype.getWorldExtends = function () {
            var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
            var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
            for (var index = 0; index < this.meshes.length; index++) {
                var mesh = this.meshes[index];
                mesh.computeWorldMatrix(true);
                var minBox = mesh.getBoundingInfo().boundingBox.minimumWorld;
                var maxBox = mesh.getBoundingInfo().boundingBox.maximumWorld;
                BABYLON.Tools.CheckExtends(minBox, min, max);
                BABYLON.Tools.CheckExtends(maxBox, min, max);
            }
            return {
                min: min,
                max: max
            };
        };
        Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
            if (maxCapacity === void 0) { maxCapacity = 64; }
            if (maxDepth === void 0) { maxDepth = 2; }
            if (!this._selectionOctree) {
                this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
            }
            var worldExtends = this.getWorldExtends();
            // Update octree
            this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
            return this._selectionOctree;
        };
        // Picking
        Scene.prototype.createPickingRay = function (x, y, world, camera) {
            var engine = this._engine;
            if (!camera) {
                if (!this.activeCamera)
                    throw new Error("Active camera not set");
                camera = this.activeCamera;
            }
            var cameraViewport = camera.viewport;
            var viewport = cameraViewport.toGlobal(engine);
            // Moving coordinates to local viewport world
            x = x / this._engine.getHardwareScalingLevel() - viewport.x;
            y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
            return BABYLON.Ray.CreateNew(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
            //       return BABYLON.Ray.CreateNew(x / window.devicePixelRatio, y / window.devicePixelRatio, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
        };
        Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
            var pickingInfo = null;
            for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
                var mesh = this.meshes[meshIndex];
                if (predicate) {
                    if (!predicate(mesh)) {
                        continue;
                    }
                }
                else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
                    continue;
                }
                var world = mesh.getWorldMatrix();
                var ray = rayFunction(world);
                var result = mesh.intersects(ray, fastCheck);
                if (!result || !result.hit)
                    continue;
                if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
                    continue;
                pickingInfo = result;
                if (fastCheck) {
                    break;
                }
            }
            return pickingInfo || new BABYLON.PickingInfo();
        };
        Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
            var _this = this;
            /// <summary>Launch a ray to try to pick a mesh in the scene</summary>
            /// <param name="x">X position on screen</param>
            /// <param name="y">Y position on screen</param>
            /// <param name="predicate">Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true</param>
            /// <param name="fastCheck">Launch a fast check only using the bounding boxes. Can be set to null.</param>
            /// <param name="camera">camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used</param>
            return this._internalPick(function (world) { return _this.createPickingRay(x, y, world, camera); }, predicate, fastCheck);
        };
        Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
            var _this = this;
            return this._internalPick(function (world) {
                if (!_this._pickWithRayInverseMatrix) {
                    _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
                }
                world.invertToRef(_this._pickWithRayInverseMatrix);
                return BABYLON.Ray.Transform(ray, _this._pickWithRayInverseMatrix);
            }, predicate, fastCheck);
        };
        Scene.prototype.setPointerOverMesh = function (mesh) {
            if (this._pointerOverMesh === mesh) {
                return;
            }
            if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
                this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
            }
            this._pointerOverMesh = mesh;
            if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
                this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
            }
        };
        Scene.prototype.getPointerOverMesh = function () {
            return this._pointerOverMesh;
        };
        // Physics
        Scene.prototype.getPhysicsEngine = function () {
            return this._physicsEngine;
        };
        Scene.prototype.enablePhysics = function (gravity, plugin) {
            if (this._physicsEngine) {
                return true;
            }
            this._physicsEngine = new BABYLON.PhysicsEngine(plugin);
            if (!this._physicsEngine.isSupported()) {
                this._physicsEngine = null;
                return false;
            }
            this._physicsEngine._initialize(gravity);
            return true;
        };
        Scene.prototype.disablePhysicsEngine = function () {
            if (!this._physicsEngine) {
                return;
            }
            this._physicsEngine.dispose();
            this._physicsEngine = undefined;
        };
        Scene.prototype.isPhysicsEnabled = function () {
            return this._physicsEngine !== undefined;
        };
        Scene.prototype.setGravity = function (gravity) {
            if (!this._physicsEngine) {
                return;
            }
            this._physicsEngine._setGravity(gravity);
        };
        Scene.prototype.createCompoundImpostor = function (parts, options) {
            if (parts.parts) {
                options = parts;
                parts = parts.parts;
            }
            if (!this._physicsEngine) {
                return null;
            }
            for (var index = 0; index < parts.length; index++) {
                var mesh = parts[index].mesh;
                mesh._physicImpostor = parts[index].impostor;
                mesh._physicsMass = options.mass / parts.length;
                mesh._physicsFriction = options.friction;
                mesh._physicRestitution = options.restitution;
            }
            return this._physicsEngine._registerMeshesAsCompound(parts, options);
        };
        Scene.prototype.deleteCompoundImpostor = function (compound) {
            for (var index = 0; index < compound.parts.length; index++) {
                var mesh = compound.parts[index].mesh;
                mesh._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
                this._physicsEngine._unregisterMesh(mesh);
            }
        };
        // Misc.
        Scene.prototype.createDefaultCameraOrLight = function () {
            // Light
            if (this.lights.length === 0) {
                new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
            }
            // Camera
            if (!this.activeCamera) {
                var camera = new BABYLON.FreeCamera("default camera", BABYLON.Vector3.Zero(), this);
                // Compute position
                var worldExtends = this.getWorldExtends();
                var worldCenter = worldExtends.min.add(worldExtends.max.subtract(worldExtends.min).scale(0.5));
                camera.position = new BABYLON.Vector3(worldCenter.x, worldCenter.y, worldExtends.min.z - (worldExtends.max.z - worldExtends.min.z));
                camera.setTarget(worldCenter);
                this.activeCamera = camera;
            }
        };
        // Tags
        Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
            if (tagsQuery === undefined) {
                // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
                return list;
            }
            var listByTags = [];
            forEach = forEach || (function (item) {
                return;
            });
            for (var i in list) {
                var item = list[i];
                if (BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
                    listByTags.push(item);
                    forEach(item);
                }
            }
            return listByTags;
        };
        Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
            return this._getByTags(this.meshes, tagsQuery, forEach);
        };
        Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
            return this._getByTags(this.cameras, tagsQuery, forEach);
        };
        Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
            return this._getByTags(this.lights, tagsQuery, forEach);
        };
        Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
            return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
        };
        // Statics
        Scene._FOGMODE_NONE = 0;
        Scene._FOGMODE_EXP = 1;
        Scene._FOGMODE_EXP2 = 2;
        Scene._FOGMODE_LINEAR = 3;
        Scene.MinDeltaTime = 1.0;
        Scene.MaxDeltaTime = 1000.0;
        return Scene;
    })();
    BABYLON.Scene = Scene;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.scene.js.mapvar BABYLON;
(function (BABYLON) {
    var VertexBuffer = (function () {
        function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride) {
            if (engine instanceof BABYLON.Mesh) {
                this._engine = engine.getScene().getEngine();
            }
            else {
                this._engine = engine;
            }
            this._updatable = updatable;
            this._data = data;
            if (!postponeInternalCreation) {
                this.create();
            }
            this._kind = kind;
            if (stride) {
                this._strideSize = stride;
                return;
            }
            switch (kind) {
                case VertexBuffer.PositionKind:
                    this._strideSize = 3;
                    break;
                case VertexBuffer.NormalKind:
                    this._strideSize = 3;
                    break;
                case VertexBuffer.UVKind:
                    this._strideSize = 2;
                    break;
                case VertexBuffer.UV2Kind:
                    this._strideSize = 2;
                    break;
                case VertexBuffer.ColorKind:
                    this._strideSize = 4;
                    break;
                case VertexBuffer.MatricesIndicesKind:
                    this._strideSize = 4;
                    break;
                case VertexBuffer.MatricesWeightsKind:
                    this._strideSize = 4;
                    break;
            }
        }
        // Properties
        VertexBuffer.prototype.isUpdatable = function () {
            return this._updatable;
        };
        VertexBuffer.prototype.getData = function () {
            return this._data;
        };
        VertexBuffer.prototype.getBuffer = function () {
            return this._buffer;
        };
        VertexBuffer.prototype.getStrideSize = function () {
            return this._strideSize;
        };
        // Methods
        VertexBuffer.prototype.create = function (data) {
            if (!data && this._buffer) {
                return; // nothing to do
            }
            data = data || this._data;
            if (!this._buffer) {
                if (this._updatable) {
                    this._buffer = this._engine.createDynamicVertexBuffer(data.length * 4);
                }
                else {
                    this._buffer = this._engine.createVertexBuffer(data);
                }
            }
            if (this._updatable) {
                this._engine.updateDynamicVertexBuffer(this._buffer, data);
                this._data = data;
            }
        };
        VertexBuffer.prototype.update = function (data) {
            this.create(data);
        };
        VertexBuffer.prototype.updateDirectly = function (data, offset) {
            if (!this._buffer) {
                return;
            }
            if (this._updatable) {
                this._engine.updateDynamicVertexBuffer(this._buffer, data, offset);
                this._data = null;
            }
        };
        VertexBuffer.prototype.dispose = function () {
            if (!this._buffer) {
                return;
            }
            if (this._engine._releaseBuffer(this._buffer)) {
                this._buffer = null;
            }
        };
        Object.defineProperty(VertexBuffer, "PositionKind", {
            get: function () {
                return VertexBuffer._PositionKind;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(VertexBuffer, "NormalKind", {
            get: function () {
                return VertexBuffer._NormalKind;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(VertexBuffer, "UVKind", {
            get: function () {
                return VertexBuffer._UVKind;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(VertexBuffer, "UV2Kind", {
            get: function () {
                return VertexBuffer._UV2Kind;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(VertexBuffer, "ColorKind", {
            get: function () {
                return VertexBuffer._ColorKind;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(VertexBuffer, "MatricesIndicesKind", {
            get: function () {
                return VertexBuffer._MatricesIndicesKind;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(VertexBuffer, "MatricesWeightsKind", {
            get: function () {
                return VertexBuffer._MatricesWeightsKind;
            },
            enumerable: true,
            configurable: true
        });
        // Enums
        VertexBuffer._PositionKind = "position";
        VertexBuffer._NormalKind = "normal";
        VertexBuffer._UVKind = "uv";
        VertexBuffer._UV2Kind = "uv2";
        VertexBuffer._ColorKind = "color";
        VertexBuffer._MatricesIndicesKind = "matricesIndices";
        VertexBuffer._MatricesWeightsKind = "matricesWeights";
        return VertexBuffer;
    })();
    BABYLON.VertexBuffer = VertexBuffer;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.vertexBuffer.js.map
var BABYLON;
(function (BABYLON) {
    var AbstractMesh = (function (_super) {
        __extends(AbstractMesh, _super);
        function AbstractMesh(name, scene) {
            _super.call(this, name, scene);
            // Properties
            this.definedFacingForward = true; // orientation for POV movement & rotation
            this.position = new BABYLON.Vector3(0, 0, 0);
            this.rotation = new BABYLON.Vector3(0, 0, 0);
            this.scaling = new BABYLON.Vector3(1, 1, 1);
            this.billboardMode = AbstractMesh.BILLBOARDMODE_NONE;
            this.visibility = 1.0;
            this.alphaIndex = Number.MAX_VALUE;
            this.infiniteDistance = false;
            this.isVisible = true;
            this.isPickable = true;
            this.showBoundingBox = false;
            this.showSubMeshesBoundingBox = false;
            this.onDispose = null;
            this.checkCollisions = false;
            this.isBlocker = false;
            this.renderingGroupId = 0;
            this.receiveShadows = false;
            this.renderOutline = false;
            this.outlineColor = BABYLON.Color3.Red();
            this.outlineWidth = 0.02;
            this.renderOverlay = false;
            this.overlayColor = BABYLON.Color3.Red();
            this.overlayAlpha = 0.5;
            this.hasVertexAlpha = false;
            this.useVertexColors = true;
            this.applyFog = true;
            this.useOctreeForRenderingSelection = true;
            this.useOctreeForPicking = true;
            this.useOctreeForCollisions = true;
            this.layerMask = 0x0FFFFFFF;
            // Physics
            this._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
            // Collisions
            this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
            this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
            this._collider = new BABYLON.Collider();
            this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
            this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
            this._newPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
            // Cache
            this._localScaling = BABYLON.Matrix.Zero();
            this._localRotation = BABYLON.Matrix.Zero();
            this._localTranslation = BABYLON.Matrix.Zero();
            this._localBillboard = BABYLON.Matrix.Zero();
            this._localPivotScaling = BABYLON.Matrix.Zero();
            this._localPivotScalingRotation = BABYLON.Matrix.Zero();
            this._localWorld = BABYLON.Matrix.Zero();
            this._worldMatrix = BABYLON.Matrix.Zero();
            this._rotateYByPI = BABYLON.Matrix.RotationY(Math.PI);
            this._absolutePosition = BABYLON.Vector3.Zero();
            this._collisionsTransformMatrix = BABYLON.Matrix.Zero();
            this._collisionsScalingMatrix = BABYLON.Matrix.Zero();
            this._isDirty = false;
            this._pivotMatrix = BABYLON.Matrix.Identity();
            this._isDisposed = false;
            this._renderId = 0;
            this._intersectionsInProgress = new Array();
            this._onAfterWorldMatrixUpdate = new Array();
            scene.addMesh(this);
        }
        Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
            get: function () {
                return AbstractMesh._BILLBOARDMODE_NONE;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
            get: function () {
                return AbstractMesh._BILLBOARDMODE_X;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
            get: function () {
                return AbstractMesh._BILLBOARDMODE_Y;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
            get: function () {
                return AbstractMesh._BILLBOARDMODE_Z;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
            get: function () {
                return AbstractMesh._BILLBOARDMODE_ALL;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
            // Methods
            get: function () {
                return false;
            },
            enumerable: true,
            configurable: true
        });
        AbstractMesh.prototype.getLOD = function (camera) {
            return this;
        };
        AbstractMesh.prototype.getTotalVertices = function () {
            return 0;
        };
        AbstractMesh.prototype.getIndices = function () {
            return null;
        };
        AbstractMesh.prototype.getVerticesData = function (kind) {
            return null;
        };
        AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
            return false;
        };
        AbstractMesh.prototype.getBoundingInfo = function () {
            if (this._masterMesh) {
                return this._masterMesh.getBoundingInfo();
            }
            if (!this._boundingInfo) {
                this._updateBoundingInfo();
            }
            return this._boundingInfo;
        };
        Object.defineProperty(AbstractMesh.prototype, "useBones", {
            get: function () {
                return this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind);
            },
            enumerable: true,
            configurable: true
        });
        AbstractMesh.prototype._preActivate = function () {
        };
        AbstractMesh.prototype._activate = function (renderId) {
            this._renderId = renderId;
        };
        AbstractMesh.prototype.getWorldMatrix = function () {
            if (this._masterMesh) {
                return this._masterMesh.getWorldMatrix();
            }
            if (this._currentRenderId !== this.getScene().getRenderId()) {
                this.computeWorldMatrix();
            }
            return this._worldMatrix;
        };
        Object.defineProperty(AbstractMesh.prototype, "worldMatrixFromCache", {
            get: function () {
                return this._worldMatrix;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(AbstractMesh.prototype, "absolutePosition", {
            get: function () {
                return this._absolutePosition;
            },
            enumerable: true,
            configurable: true
        });
        AbstractMesh.prototype.rotate = function (axis, amount, space) {
            if (!this.rotationQuaternion) {
                this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
                this.rotation = BABYLON.Vector3.Zero();
            }
            if (!space || space === 0 /* LOCAL */) {
                var rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
                this.rotationQuaternion = this.rotationQuaternion.multiply(rotationQuaternion);
            }
            else {
                if (this.parent) {
                    var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
                    invertParentWorldMatrix.invert();
                    axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
                }
                rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
                this.rotationQuaternion = rotationQuaternion.multiply(this.rotationQuaternion);
            }
        };
        AbstractMesh.prototype.translate = function (axis, distance, space) {
            var displacementVector = axis.scale(distance);
            if (!space || space === 0 /* LOCAL */) {
                var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
                this.setPositionWithLocalVector(tempV3);
            }
            else {
                this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
            }
        };
        AbstractMesh.prototype.getAbsolutePosition = function () {
            this.computeWorldMatrix();
            return this._absolutePosition;
        };
        AbstractMesh.prototype.setAbsolutePosition = function (absolutePosition) {
            if (!absolutePosition) {
                return;
            }
            var absolutePositionX;
            var absolutePositionY;
            var absolutePositionZ;
            if (absolutePosition.x === undefined) {
                if (arguments.length < 3) {
                    return;
                }
                absolutePositionX = arguments[0];
                absolutePositionY = arguments[1];
                absolutePositionZ = arguments[2];
            }
            else {
                absolutePositionX = absolutePosition.x;
                absolutePositionY = absolutePosition.y;
                absolutePositionZ = absolutePosition.z;
            }
            if (this.parent) {
                var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
                invertParentWorldMatrix.invert();
                var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ);
                this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix);
            }
            else {
                this.position.x = absolutePositionX;
                this.position.y = absolutePositionY;
                this.position.z = absolutePositionZ;
            }
        };
        // ================================== Point of View Movement =================================
        /**
         * Perform relative position change from the point of view of behind the front of the mesh.
         * This is performed taking into account the meshes current rotation, so you do not have to care.
         * Supports definition of mesh facing forward or backward.
         * @param {number} amountRight
         * @param {number} amountUp
         * @param {number} amountForward
         */
        AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
            this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
        };
        /**
         * Calculate relative position change from the point of view of behind the front of the mesh.
         * This is performed taking into account the meshes current rotation, so you do not have to care.
         * Supports definition of mesh facing forward or backward.
         * @param {number} amountRight
         * @param {number} amountUp
         * @param {number} amountForward
         */
        AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
            var rotMatrix = new BABYLON.Matrix();
            var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
            rotQuaternion.toRotationMatrix(rotMatrix);
            var translationDelta = BABYLON.Vector3.Zero();
            var defForwardMult = this.definedFacingForward ? -1 : 1;
            BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
            return translationDelta;
        };
        // ================================== Point of View Rotation =================================
        /**
         * Perform relative rotation change from the point of view of behind the front of the mesh.
         * Supports definition of mesh facing forward or backward.
         * @param {number} flipBack
         * @param {number} twirlClockwise
         * @param {number} tiltRight
         */
        AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
            this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
        };
        /**
         * Calculate relative rotation change from the point of view of behind the front of the mesh.
         * Supports definition of mesh facing forward or backward.
         * @param {number} flipBack
         * @param {number} twirlClockwise
         * @param {number} tiltRight
         */
        AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
            var defForwardMult = this.definedFacingForward ? 1 : -1;
            return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
        };
        AbstractMesh.prototype.setPivotMatrix = function (matrix) {
            this._pivotMatrix = matrix;
            this._cache.pivotMatrixUpdated = true;
        };
        AbstractMesh.prototype.getPivotMatrix = function () {
            return this._pivotMatrix;
        };
        AbstractMesh.prototype._isSynchronized = function () {
            if (this._isDirty) {
                return false;
            }
            if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE)
                return false;
            if (this._cache.pivotMatrixUpdated) {
                return false;
            }
            if (this.infiniteDistance) {
                return false;
            }
            if (!this._cache.position.equals(this.position))
                return false;
            if (this.rotationQuaternion) {
                if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion))
                    return false;
            }
            else {
                if (!this._cache.rotation.equals(this.rotation))
                    return false;
            }
            if (!this._cache.scaling.equals(this.scaling))
                return false;
            return true;
        };
        AbstractMesh.prototype._initCache = function () {
            _super.prototype._initCache.call(this);
            this._cache.localMatrixUpdated = false;
            this._cache.position = BABYLON.Vector3.Zero();
            this._cache.scaling = BABYLON.Vector3.Zero();
            this._cache.rotation = BABYLON.Vector3.Zero();
            this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
        };
        AbstractMesh.prototype.markAsDirty = function (property) {
            if (property === "rotation") {
                this.rotationQuaternion = null;
            }
            this._currentRenderId = Number.MAX_VALUE;
            this._isDirty = true;
        };
        AbstractMesh.prototype._updateBoundingInfo = function () {
            this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition);
            this._boundingInfo._update(this.worldMatrixFromCache);
            this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
        };
        AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
            if (!this.subMeshes) {
                return;
            }
            for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
                var subMesh = this.subMeshes[subIndex];
                subMesh.updateBoundingInfo(matrix);
            }
        };
        AbstractMesh.prototype.computeWorldMatrix = function (force) {
            if (!force && (this._currentRenderId === this.getScene().getRenderId() || this.isSynchronized(true))) {
                return this._worldMatrix;
            }
            this._cache.position.copyFrom(this.position);
            this._cache.scaling.copyFrom(this.scaling);
            this._cache.pivotMatrixUpdated = false;
            this._currentRenderId = this.getScene().getRenderId();
            this._isDirty = false;
            // Scaling
            BABYLON.Matrix.ScalingToRef(this.scaling.x, this.scaling.y, this.scaling.z, this._localScaling);
            // Rotation
            if (this.rotationQuaternion) {
                this.rotationQuaternion.toRotationMatrix(this._localRotation);
                this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
            }
            else {
                BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._localRotation);
                this._cache.rotation.copyFrom(this.rotation);
            }
            // Translation
            if (this.infiniteDistance && !this.parent) {
                var camera = this.getScene().activeCamera;
                var cameraWorldMatrix = camera.getWorldMatrix();
                var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
                BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, this._localTranslation);
            }
            else {
                BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._localTranslation);
            }
            // Composing transformations
            this._pivotMatrix.multiplyToRef(this._localScaling, this._localPivotScaling);
            this._localPivotScaling.multiplyToRef(this._localRotation, this._localPivotScalingRotation);
            // Billboarding
            if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE && this.getScene().activeCamera) {
                var localPosition = this.position.clone();
                var zero = this.getScene().activeCamera.position.clone();
                if (this.parent && this.parent.position) {
                    localPosition.addInPlace(this.parent.position);
                    BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, this._localTranslation);
                }
                if ((this.billboardMode & AbstractMesh.BILLBOARDMODE_ALL) === AbstractMesh.BILLBOARDMODE_ALL) {
                    zero = this.getScene().activeCamera.position;
                }
                else {
                    if (this.billboardMode & AbstractMesh.BILLBOARDMODE_X)
                        zero.x = localPosition.x + BABYLON.Engine.Epsilon;
                    if (this.billboardMode & AbstractMesh.BILLBOARDMODE_Y)
                        zero.y = localPosition.y + 0.001;
                    if (this.billboardMode & AbstractMesh.BILLBOARDMODE_Z)
                        zero.z = localPosition.z + 0.001;
                }
                BABYLON.Matrix.LookAtLHToRef(localPosition, zero, BABYLON.Vector3.Up(), this._localBillboard);
                this._localBillboard.m[12] = this._localBillboard.m[13] = this._localBillboard.m[14] = 0;
                this._localBillboard.invert();
                this._localPivotScalingRotation.multiplyToRef(this._localBillboard, this._localWorld);
                this._rotateYByPI.multiplyToRef(this._localWorld, this._localPivotScalingRotation);
            }
            // Local world
            this._localPivotScalingRotation.multiplyToRef(this._localTranslation, this._localWorld);
            // Parent
            if (this.parent && this.parent.getWorldMatrix && this.billboardMode === AbstractMesh.BILLBOARDMODE_NONE) {
                this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
            }
            else {
                this._worldMatrix.copyFrom(this._localWorld);
            }
            // Bounding info
            this._updateBoundingInfo();
            // Absolute position
            this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
            for (var callbackIndex = 0; callbackIndex < this._onAfterWorldMatrixUpdate.length; callbackIndex++) {
                this._onAfterWorldMatrixUpdate[callbackIndex](this);
            }
            return this._worldMatrix;
        };
        /**
        * If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
        * @param func: callback function to add
        */
        AbstractMesh.prototype.registerAfterWorldMatrixUpdate = function (func) {
            this._onAfterWorldMatrixUpdate.push(func);
        };
        AbstractMesh.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
            var index = this._onAfterWorldMatrixUpdate.indexOf(func);
            if (index > -1) {
                this._onAfterWorldMatrixUpdate.splice(index, 1);
            }
        };
        AbstractMesh.prototype.setPositionWithLocalVector = function (vector3) {
            this.computeWorldMatrix();
            this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
        };
        AbstractMesh.prototype.getPositionExpressedInLocalSpace = function () {
            this.computeWorldMatrix();
            var invLocalWorldMatrix = this._localWorld.clone();
            invLocalWorldMatrix.invert();
            return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
        };
        AbstractMesh.prototype.locallyTranslate = function (vector3) {
            this.computeWorldMatrix();
            this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
        };
        AbstractMesh.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor) {
            /// <summary>Orients a mesh towards a target point. Mesh must be drawn facing user.</summary>
            /// <param name="targetPoint" type="Vector3">The position (must be in same space as current mesh) to look at</param>
            /// <param name="yawCor" type="Number">optional yaw (y-axis) correction in radians</param>
            /// <param name="pitchCor" type="Number">optional pitch (x-axis) correction in radians</param>
            /// <param name="rollCor" type="Number">optional roll (z-axis) correction in radians</param>
            /// <returns>Mesh oriented towards targetMesh</returns>
            yawCor = yawCor || 0; // default to zero if undefined 
            pitchCor = pitchCor || 0;
            rollCor = rollCor || 0;
            var dv = targetPoint.subtract(this.position);
            var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
            var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
            var pitch = Math.atan2(dv.y, len);
            this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(yaw + yawCor, pitch + pitchCor, rollCor);
        };
        AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
            if (!this._boundingInfo.isInFrustum(frustumPlanes)) {
                return false;
            }
            return true;
        };
        AbstractMesh.prototype.isCompletelyInFrustum = function (camera) {
            if (!camera) {
                camera = this.getScene().activeCamera;
            }
            var transformMatrix = camera.getViewMatrix().multiply(camera.getProjectionMatrix());
            if (!this._boundingInfo.isCompletelyInFrustum(BABYLON.Frustum.GetPlanes(transformMatrix))) {
                return false;
            }
            return true;
        };
        AbstractMesh.prototype.intersectsMesh = function (mesh, precise) {
            if (!this._boundingInfo || !mesh._boundingInfo) {
                return false;
            }
            return this._boundingInfo.intersects(mesh._boundingInfo, precise);
        };
        AbstractMesh.prototype.intersectsPoint = function (point) {
            if (!this._boundingInfo) {
                return false;
            }
            return this._boundingInfo.intersectsPoint(point);
        };
        // Physics
        AbstractMesh.prototype.setPhysicsState = function (impostor, options) {
            var physicsEngine = this.getScene().getPhysicsEngine();
            if (!physicsEngine) {
                return;
            }
            impostor = impostor || BABYLON.PhysicsEngine.NoImpostor;
            if (impostor.impostor) {
                // Old API
                options = impostor;
                impostor = impostor.impostor;
            }
            if (impostor === BABYLON.PhysicsEngine.NoImpostor) {
                physicsEngine._unregisterMesh(this);
                return;
            }
            if (!options) {
                options = { mass: 0, friction: 0.2, restitution: 0.2 };
            }
            else {
                if (!options.mass && options.mass !== 0)
                    options.mass = 0;
                if (!options.friction && options.friction !== 0)
                    options.friction = 0.2;
                if (!options.restitution && options.restitution !== 0)
                    options.restitution = 0.2;
            }
            this._physicImpostor = impostor;
            this._physicsMass = options.mass;
            this._physicsFriction = options.friction;
            this._physicRestitution = options.restitution;
            return physicsEngine._registerMesh(this, impostor, options);
        };
        AbstractMesh.prototype.getPhysicsImpostor = function () {
            if (!this._physicImpostor) {
                return BABYLON.PhysicsEngine.NoImpostor;
            }
            return this._physicImpostor;
        };
        AbstractMesh.prototype.getPhysicsMass = function () {
            if (!this._physicsMass) {
                return 0;
            }
            return this._physicsMass;
        };
        AbstractMesh.prototype.getPhysicsFriction = function () {
            if (!this._physicsFriction) {
                return 0;
            }
            return this._physicsFriction;
        };
        AbstractMesh.prototype.getPhysicsRestitution = function () {
            if (!this._physicRestitution) {
                return 0;
            }
            return this._physicRestitution;
        };
        AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
            if (!camera) {
                camera = this.getScene().activeCamera;
            }
            return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
        };
        AbstractMesh.prototype.getDistanceToCamera = function (camera) {
            if (!camera) {
                camera = this.getScene().activeCamera;
            }
            return this.absolutePosition.subtract(camera.position).length();
        };
        AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
            if (!this._physicImpostor) {
                return;
            }
            this.getScene().getPhysicsEngine()._applyImpulse(this, force, contactPoint);
        };
        AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
            if (!this._physicImpostor) {
                return;
            }
            this.getScene().getPhysicsEngine()._createLink(this, otherMesh, pivot1, pivot2, options);
        };
        AbstractMesh.prototype.updatePhysicsBodyPosition = function () {
            if (!this._physicImpostor) {
                return;
            }
            this.getScene().getPhysicsEngine()._updateBodyPosition(this);
        };
        // Collisions
        AbstractMesh.prototype.moveWithCollisions = function (velocity) {
            var globalPosition = this.getAbsolutePosition();
            globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPositionForCollisions);
            this._oldPositionForCollisions.addInPlace(this.ellipsoidOffset);
            this._collider.radius = this.ellipsoid;
            this.getScene()._getNewPosition(this._oldPositionForCollisions, velocity, this._collider, 3, this._newPositionForCollisions, this);
            this._newPositionForCollisions.subtractToRef(this._oldPositionForCollisions, this._diffPositionForCollisions);
            if (this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
                this.position.addInPlace(this._diffPositionForCollisions);
            }
        };
        // Submeshes octree
        /**
        * This function will create an octree to help select the right submeshes for rendering, picking and collisions
        * Please note that you must have a decent number of submeshes to get performance improvements when using octree
        */
        AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
            if (maxCapacity === void 0) { maxCapacity = 64; }
            if (maxDepth === void 0) { maxDepth = 2; }
            if (!this._submeshesOctree) {
                this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
            }
            this.computeWorldMatrix(true);
            // Update octree
            var bbox = this.getBoundingInfo().boundingBox;
            this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
            return this._submeshesOctree;
        };
        // Collisions
        AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
            this._generatePointsArray();
            // Transformation
            if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
                subMesh._lastColliderTransformMatrix = transformMatrix.clone();
                subMesh._lastColliderWorldVertices = [];
                subMesh._trianglePlanes = [];
                var start = subMesh.verticesStart;
                var end = (subMesh.verticesStart + subMesh.verticesCount);
                for (var i = start; i < end; i++) {
                    subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
                }
            }
            // Collide
            collider._collide(subMesh, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart);
        };
        AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
            var subMeshes;
            var len;
            // Octrees
            if (this._submeshesOctree && this.useOctreeForCollisions) {
                var radius = collider.velocityWorldLength + Math.max(collider.radius.x, collider.radius.y, collider.radius.z);
                var intersections = this._submeshesOctree.intersects(collider.basePointWorld, radius);
                len = intersections.length;
                subMeshes = intersections.data;
            }
            else {
                subMeshes = this.subMeshes;
                len = subMeshes.length;
            }
            for (var index = 0; index < len; index++) {
                var subMesh = subMeshes[index];
                // Bounding test
                if (len > 1 && !subMesh._checkCollision(collider))
                    continue;
                this._collideForSubMesh(subMesh, transformMatrix, collider);
            }
        };
        AbstractMesh.prototype._checkCollision = function (collider) {
            // Bounding box test
            if (!this._boundingInfo._checkCollision(collider))
                return;
            // Transformation matrix
            BABYLON.Matrix.ScalingToRef(1.0 / collider.radius.x, 1.0 / collider.radius.y, 1.0 / collider.radius.z, this._collisionsScalingMatrix);
            this.worldMatrixFromCache.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix);
            this._processCollisionsForSubMeshes(collider, this._collisionsTransformMatrix);
        };
        // Picking
        AbstractMesh.prototype._generatePointsArray = function () {
            return false;
        };
        AbstractMesh.prototype.intersects = function (ray, fastCheck) {
            var pickingInfo = new BABYLON.PickingInfo();
            if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
                return pickingInfo;
            }
            if (!this._generatePointsArray()) {
                return pickingInfo;
            }
            var intersectInfo = null;
            // Octrees
            var subMeshes;
            var len;
            if (this._submeshesOctree && this.useOctreeForPicking) {
                var worldRay = BABYLON.Ray.Transform(ray, this.getWorldMatrix());
                var intersections = this._submeshesOctree.intersectsRay(worldRay);
                len = intersections.length;
                subMeshes = intersections.data;
            }
            else {
                subMeshes = this.subMeshes;
                len = subMeshes.length;
            }
            for (var index = 0; index < len; index++) {
                var subMesh = subMeshes[index];
                // Bounding test
                if (len > 1 && !subMesh.canIntersects(ray))
                    continue;
                var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
                if (currentIntersectInfo) {
                    if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
                        intersectInfo = currentIntersectInfo;
                        intersectInfo.subMeshId = index;
                        if (fastCheck) {
                            break;
                        }
                    }
                }
            }
            if (intersectInfo) {
                // Get picked point
                var world = this.getWorldMatrix();
                var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
                var direction = ray.direction.clone();
                direction = direction.scale(intersectInfo.distance);
                var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
                var pickedPoint = worldOrigin.add(worldDirection);
                // Return result
                pickingInfo.hit = true;
                pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
                pickingInfo.pickedPoint = pickedPoint;
                pickingInfo.pickedMesh = this;
                pickingInfo.bu = intersectInfo.bu;
                pickingInfo.bv = intersectInfo.bv;
                pickingInfo.faceId = intersectInfo.faceId;
                pickingInfo.subMeshId = intersectInfo.subMeshId;
                return pickingInfo;
            }
            return pickingInfo;
        };
        AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
            return null;
        };
        AbstractMesh.prototype.releaseSubMeshes = function () {
            if (this.subMeshes) {
                while (this.subMeshes.length) {
                    this.subMeshes[0].dispose();
                }
            }
            else {
                this.subMeshes = new Array();
            }
        };
        AbstractMesh.prototype.dispose = function (doNotRecurse) {
            var index;
            // Physics
            if (this.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
                this.setPhysicsState(BABYLON.PhysicsEngine.NoImpostor);
            }
            for (index = 0; index < this._intersectionsInProgress.length; index++) {
                var other = this._intersectionsInProgress[index];
                var pos = other._intersectionsInProgress.indexOf(this);
                other._intersectionsInProgress.splice(pos, 1);
            }
            this._intersectionsInProgress = [];
            // SubMeshes
            this.releaseSubMeshes();
            // Remove from scene
            this.getScene().removeMesh(this);
            if (!doNotRecurse) {
                for (index = 0; index < this.getScene().particleSystems.length; index++) {
                    if (this.getScene().particleSystems[index].emitter === this) {
                        this.getScene().particleSystems[index].dispose();
                        index--;
                    }
                }
                // Children
                var objects = this.getScene().meshes.slice(0);
                for (index = 0; index < objects.length; index++) {
                    if (objects[index].parent === this) {
                        objects[index].dispose();
                    }
                }
            }
            else {
                for (index = 0; index < this.getScene().meshes.length; index++) {
                    var obj = this.getScene().meshes[index];
                    if (obj.parent === this) {
                        obj.parent = null;
                        obj.computeWorldMatrix(true);
                    }
                }
            }
            this._onAfterWorldMatrixUpdate = [];
            this._isDisposed = true;
            // Callback
            if (this.onDispose) {
                this.onDispose();
            }
        };
        // Statics
        AbstractMesh._BILLBOARDMODE_NONE = 0;
        AbstractMesh._BILLBOARDMODE_X = 1;
        AbstractMesh._BILLBOARDMODE_Y = 2;
        AbstractMesh._BILLBOARDMODE_Z = 4;
        AbstractMesh._BILLBOARDMODE_ALL = 7;
        return AbstractMesh;
    })(BABYLON.Node);
    BABYLON.AbstractMesh = AbstractMesh;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.abstractMesh.js.map
var BABYLON;
(function (BABYLON) {
    var _InstancesBatch = (function () {
        function _InstancesBatch() {
            this.mustReturn = false;
            this.visibleInstances = new Array();
            this.renderSelf = new Array();
        }
        return _InstancesBatch;
    })();
    BABYLON._InstancesBatch = _InstancesBatch;
    var Mesh = (function (_super) {
        __extends(Mesh, _super);
        /**
         * @constructor
         * @param {string} name - The value used by scene.getMeshByName() to do a lookup.
         * @param {Scene} scene - The scene to add this mesh to.
         * @param {Node} parent - The parent of this mesh, if it has one
         * @param {Mesh} source - An optional Mesh from which geometry is shared, cloned.
         * @param {boolean} doNotCloneChildren - When cloning, skip cloning child meshes of source, default False.
         *                  When false, achieved by calling a clone(), also passing False.
         *                  This will make creation of children, recursive.
         */
        function Mesh(name, scene, parent, source, doNotCloneChildren) {
            if (parent === void 0) { parent = null; }
            _super.call(this, name, scene);
            // Members
            this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
            this.instances = new Array();
            this._LODLevels = new Array();
            this._onBeforeRenderCallbacks = new Array();
            this._onAfterRenderCallbacks = new Array();
            this._visibleInstances = {};
            this._renderIdForInstances = new Array();
            this._batchCache = new _InstancesBatch();
            this._instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
            if (source) {
                // Geometry
                if (source._geometry) {
                    source._geometry.applyToMesh(this);
                }
                // Deep copy
                BABYLON.Tools.DeepCopy(source, this, ["name", "material", "skeleton"], []);
                // Material
                this.material = source.material;
                if (!doNotCloneChildren) {
                    for (var index = 0; index < scene.meshes.length; index++) {
                        var mesh = scene.meshes[index];
                        if (mesh.parent === source) {
                            // doNotCloneChildren is always going to be False
                            var newChild = mesh.clone(name + "." + mesh.name, this, doNotCloneChildren);
                        }
                    }
                }
                for (index = 0; index < scene.particleSystems.length; index++) {
                    var system = scene.particleSystems[index];
                    if (system.emitter === source) {
                        system.clone(system.name, this);
                    }
                }
                this.computeWorldMatrix(true);
            }
            // Parent
            if (parent !== null) {
                this.parent = parent;
            }
        }
        Object.defineProperty(Mesh, "FRONTSIDE", {
            get: function () {
                return Mesh._FRONTSIDE;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Mesh, "BACKSIDE", {
            get: function () {
                return Mesh._BACKSIDE;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Mesh, "DOUBLESIDE", {
            get: function () {
                return Mesh._DOUBLESIDE;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Mesh, "DEFAULTSIDE", {
            get: function () {
                return Mesh._DEFAULTSIDE;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Mesh.prototype, "hasLODLevels", {
            // Methods
            get: function () {
                return this._LODLevels.length > 0;
            },
            enumerable: true,
            configurable: true
        });
        Mesh.prototype._sortLODLevels = function () {
            this._LODLevels.sort(function (a, b) {
                if (a.distance < b.distance) {
                    return 1;
                }
                if (a.distance > b.distance) {
                    return -1;
                }
                return 0;
            });
        };
        /**
         * Add a mesh as LOD level triggered at the given distance.
         * @param {number} distance - the distance from the center of the object to show this level
         * @param {BABYLON.Mesh} mesh - the mesh to be added as LOD level
         * @return {BABYLON.Mesh} this mesh (for chaining)
         */
        Mesh.prototype.addLODLevel = function (distance, mesh) {
            if (mesh && mesh._masterMesh) {
                BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
                return this;
            }
            var level = new BABYLON.Internals.MeshLODLevel(distance, mesh);
            this._LODLevels.push(level);
            if (mesh) {
                mesh._masterMesh = this;
            }
            this._sortLODLevels();
            return this;
        };
        Mesh.prototype.getLODLevelAtDistance = function (distance) {
            for (var index = 0; index < this._LODLevels.length; index++) {
                var level = this._LODLevels[index];
                if (level.distance === distance) {
                    return level.mesh;
                }
            }
            return null;
        };
        /**
         * Remove a mesh from the LOD array
         * @param {BABYLON.Mesh} mesh - the mesh to be removed.
         * @return {BABYLON.Mesh} this mesh (for chaining)
         */
        Mesh.prototype.removeLODLevel = function (mesh) {
            for (var index = 0; index < this._LODLevels.length; index++) {
                if (this._LODLevels[index].mesh === mesh) {
                    this._LODLevels.splice(index, 1);
                    if (mesh) {
                        mesh._masterMesh = null;
                    }
                }
            }
            this._sortLODLevels();
            return this;
        };
        Mesh.prototype.getLOD = function (camera, boundingSphere) {
            if (!this._LODLevels || this._LODLevels.length === 0) {
                return this;
            }
            var distanceToCamera = (boundingSphere ? boundingSphere : this.getBoundingInfo().boundingSphere).centerWorld.subtract(camera.position).length();
            if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
                if (this.onLODLevelSelection) {
                    this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
                }
                return this;
            }
            for (var index = 0; index < this._LODLevels.length; index++) {
                var level = this._LODLevels[index];
                if (level.distance < distanceToCamera) {
                    if (level.mesh) {
                        level.mesh._preActivate();
                        level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
                    }
                    if (this.onLODLevelSelection) {
                        this.onLODLevelSelection(distanceToCamera, this, level.mesh);
                    }
                    return level.mesh;
                }
            }
            if (this.onLODLevelSelection) {
                this.onLODLevelSelection(distanceToCamera, this, this);
            }
            return this;
        };
        Object.defineProperty(Mesh.prototype, "geometry", {
            get: function () {
                return this._geometry;
            },
            enumerable: true,
            configurable: true
        });
        Mesh.prototype.getTotalVertices = function () {
            if (!this._geometry) {
                return 0;
            }
            return this._geometry.getTotalVertices();
        };
        Mesh.prototype.getVerticesData = function (kind) {
            if (!this._geometry) {
                return null;
            }
            return this._geometry.getVerticesData(kind);
        };
        Mesh.prototype.getVertexBuffer = function (kind) {
            if (!this._geometry) {
                return undefined;
            }
            return this._geometry.getVertexBuffer(kind);
        };
        Mesh.prototype.isVerticesDataPresent = function (kind) {
            if (!this._geometry) {
                if (this._delayInfo) {
                    return this._delayInfo.indexOf(kind) !== -1;
                }
                return false;
            }
            return this._geometry.isVerticesDataPresent(kind);
        };
        Mesh.prototype.getVerticesDataKinds = function () {
            if (!this._geometry) {
                var result = [];
                if (this._delayInfo) {
                    for (var kind in this._delayInfo) {
                        result.push(kind);
                    }
                }
                return result;
            }
            return this._geometry.getVerticesDataKinds();
        };
        Mesh.prototype.getTotalIndices = function () {
            if (!this._geometry) {
                return 0;
            }
            return this._geometry.getTotalIndices();
        };
        Mesh.prototype.getIndices = function () {
            if (!this._geometry) {
                return [];
            }
            return this._geometry.getIndices();
        };
        Object.defineProperty(Mesh.prototype, "isBlocked", {
            get: function () {
                return this._masterMesh !== null && this._masterMesh !== undefined;
            },
            enumerable: true,
            configurable: true
        });
        Mesh.prototype.isReady = function () {
            if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
                return false;
            }
            return _super.prototype.isReady.call(this);
        };
        Mesh.prototype.isDisposed = function () {
            return this._isDisposed;
        };
        // Methods  
        Mesh.prototype._preActivate = function () {
            var sceneRenderId = this.getScene().getRenderId();
            if (this._preActivateId === sceneRenderId) {
                return;
            }
            this._preActivateId = sceneRenderId;
            this._visibleInstances = null;
        };
        Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
            if (!this._visibleInstances) {
                this._visibleInstances = {};
                this._visibleInstances.defaultRenderId = renderId;
                this._visibleInstances.selfDefaultRenderId = this._renderId;
            }
            if (!this._visibleInstances[renderId]) {
                this._visibleInstances[renderId] = new Array();
            }
            this._visibleInstances[renderId].push(instance);
        };
        Mesh.prototype.refreshBoundingInfo = function () {
            var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
            if (data) {
                var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices());
                this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
            }
            if (this.subMeshes) {
                for (var index = 0; index < this.subMeshes.length; index++) {
                    this.subMeshes[index].refreshBoundingInfo();
                }
            }
            this._updateBoundingInfo();
        };
        Mesh.prototype._createGlobalSubMesh = function () {
            var totalVertices = this.getTotalVertices();
            if (!totalVertices || !this.getIndices()) {
                return null;
            }
            this.releaseSubMeshes();
            return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
        };
        Mesh.prototype.subdivide = function (count) {
            if (count < 1) {
                return;
            }
            var totalIndices = this.getTotalIndices();
            var subdivisionSize = (totalIndices / count) | 0;
            var offset = 0;
            while (subdivisionSize % 3 !== 0) {
                subdivisionSize++;
            }
            this.releaseSubMeshes();
            for (var index = 0; index < count; index++) {
                if (offset >= totalIndices) {
                    break;
                }
                BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
                offset += subdivisionSize;
            }
            this.synchronizeInstances();
        };
        Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
            if (kind instanceof Array) {
                var temp = data;
                data = kind;
                kind = temp;
                BABYLON.Tools.Warn("Deprecated usage of setVerticesData detected (since v1.12). Current signature is setVerticesData(kind, data, updatable).");
            }
            if (!this._geometry) {
                var vertexData = new BABYLON.VertexData();
                vertexData.set(data, kind);
                var scene = this.getScene();
                new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
            }
            else {
                this._geometry.setVerticesData(kind, data, updatable, stride);
            }
        };
        Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
            if (!this._geometry) {
                return;
            }
            if (!makeItUnique) {
                this._geometry.updateVerticesData(kind, data, updateExtends);
            }
            else {
                this.makeGeometryUnique();
                this.updateVerticesData(kind, data, updateExtends, false);
            }
        };
        Mesh.prototype.updateVerticesDataDirectly = function (kind, data, offset, makeItUnique) {
            if (!this._geometry) {
                return;
            }
            if (!makeItUnique) {
                this._geometry.updateVerticesDataDirectly(kind, data, offset);
            }
            else {
                this.makeGeometryUnique();
                this.updateVerticesDataDirectly(kind, data, offset, false);
            }
        };
        Mesh.prototype.makeGeometryUnique = function () {
            if (!this._geometry) {
                return;
            }
            var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
            geometry.applyToMesh(this);
        };
        Mesh.prototype.setIndices = function (indices, totalVertices) {
            if (!this._geometry) {
                var vertexData = new BABYLON.VertexData();
                vertexData.indices = indices;
                var scene = this.getScene();
                new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, false, this);
            }
            else {
                this._geometry.setIndices(indices, totalVertices);
            }
        };
        Mesh.prototype._bind = function (subMesh, effect, fillMode) {
            var engine = this.getScene().getEngine();
            // Wireframe
            var indexToBind;
            switch (fillMode) {
                case BABYLON.Material.PointFillMode:
                    indexToBind = null;
                    break;
                case BABYLON.Material.WireFrameFillMode:
                    indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine);
                    break;
                default:
                case BABYLON.Material.TriangleFillMode:
                    indexToBind = this._geometry.getIndexBuffer();
                    break;
            }
            // VBOs
            engine.bindMultiBuffers(this._geometry.getVertexBuffers(), indexToBind, effect);
        };
        Mesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
            if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
                return;
            }
            var engine = this.getScene().getEngine();
            switch (fillMode) {
                case BABYLON.Material.PointFillMode:
                    engine.drawPointClouds(subMesh.verticesStart, subMesh.verticesCount, instancesCount);
                    break;
                case BABYLON.Material.WireFrameFillMode:
                    engine.draw(false, 0, subMesh.linesIndexCount, instancesCount);
                    break;
                default:
                    engine.draw(true, subMesh.indexStart, subMesh.indexCount, instancesCount);
            }
        };
        Mesh.prototype.registerBeforeRender = function (func) {
            this._onBeforeRenderCallbacks.push(func);
        };
        Mesh.prototype.unregisterBeforeRender = function (func) {
            var index = this._onBeforeRenderCallbacks.indexOf(func);
            if (index > -1) {
                this._onBeforeRenderCallbacks.splice(index, 1);
            }
        };
        Mesh.prototype.registerAfterRender = function (func) {
            this._onAfterRenderCallbacks.push(func);
        };
        Mesh.prototype.unregisterAfterRender = function (func) {
            var index = this._onAfterRenderCallbacks.indexOf(func);
            if (index > -1) {
                this._onAfterRenderCallbacks.splice(index, 1);
            }
        };
        Mesh.prototype._getInstancesRenderList = function (subMeshId) {
            var scene = this.getScene();
            this._batchCache.mustReturn = false;
            this._batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
            this._batchCache.visibleInstances[subMeshId] = null;
            if (this._visibleInstances) {
                var currentRenderId = scene.getRenderId();
                this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[currentRenderId];
                var selfRenderId = this._renderId;
                if (!this._batchCache.visibleInstances[subMeshId] && this._visibleInstances.defaultRenderId) {
                    this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[this._visibleInstances.defaultRenderId];
                    currentRenderId = Math.max(this._visibleInstances.defaultRenderId, currentRenderId);
                    selfRenderId = Math.max(this._visibleInstances.selfDefaultRenderId, currentRenderId);
                }
                if (this._batchCache.visibleInstances[subMeshId] && this._batchCache.visibleInstances[subMeshId].length) {
                    if (this._renderIdForInstances[subMeshId] === currentRenderId) {
                        this._batchCache.mustReturn = true;
                        return this._batchCache;
                    }
                    if (currentRenderId !== selfRenderId) {
                        this._batchCache.renderSelf[subMeshId] = false;
                    }
                }
                this._renderIdForInstances[subMeshId] = currentRenderId;
            }
            return this._batchCache;
        };
        Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
            var visibleInstances = batch.visibleInstances[subMesh._id];
            var matricesCount = visibleInstances.length + 1;
            var bufferSize = matricesCount * 16 * 4;
            while (this._instancesBufferSize < bufferSize) {
                this._instancesBufferSize *= 2;
            }
            if (!this._worldMatricesInstancesBuffer || this._worldMatricesInstancesBuffer.capacity < this._instancesBufferSize) {
                if (this._worldMatricesInstancesBuffer) {
                    engine.deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
                }
                this._worldMatricesInstancesBuffer = engine.createInstancesBuffer(this._instancesBufferSize);
                this._worldMatricesInstancesArray = new Float32Array(this._instancesBufferSize / 4);
            }
            var offset = 0;
            var instancesCount = 0;
            var world = this.getWorldMatrix();
            if (batch.renderSelf[subMesh._id]) {
                world.copyToArray(this._worldMatricesInstancesArray, offset);
                offset += 16;
                instancesCount++;
            }
            if (visibleInstances) {
                for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
                    var instance = visibleInstances[instanceIndex];
                    instance.getWorldMatrix().copyToArray(this._worldMatricesInstancesArray, offset);
                    offset += 16;
                    instancesCount++;
                }
            }
            var offsetLocation0 = effect.getAttributeLocationByName("world0");
            var offsetLocation1 = effect.getAttributeLocationByName("world1");
            var offsetLocation2 = effect.getAttributeLocationByName("world2");
            var offsetLocation3 = effect.getAttributeLocationByName("world3");
            var offsetLocations = [offsetLocation0, offsetLocation1, offsetLocation2, offsetLocation3];
            engine.updateAndBindInstancesBuffer(this._worldMatricesInstancesBuffer, this._worldMatricesInstancesArray, offsetLocations);
            this._draw(subMesh, fillMode, instancesCount);
            engine.unBindInstancesBuffer(this._worldMatricesInstancesBuffer, offsetLocations);
        };
        Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw) {
            var scene = this.getScene();
            var engine = scene.getEngine();
            if (hardwareInstancedRendering) {
                this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
            }
            else {
                if (batch.renderSelf[subMesh._id]) {
                    // Draw
                    if (onBeforeDraw) {
                        onBeforeDraw(false, this.getWorldMatrix());
                    }
                    this._draw(subMesh, fillMode);
                }
                if (batch.visibleInstances[subMesh._id]) {
                    for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
                        var instance = batch.visibleInstances[subMesh._id][instanceIndex];
                        // World
                        var world = instance.getWorldMatrix();
                        if (onBeforeDraw) {
                            onBeforeDraw(true, world);
                        }
                        // Draw
                        this._draw(subMesh, fillMode);
                    }
                }
            }
        };
        Mesh.prototype.render = function (subMesh) {
            var scene = this.getScene();
            // Managing instances
            var batch = this._getInstancesRenderList(subMesh._id);
            if (batch.mustReturn) {
                return;
            }
            // Checking geometry state
            if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
                return;
            }
            for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
                this._onBeforeRenderCallbacks[callbackIndex](this);
            }
            var engine = scene.getEngine();
            var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
            // Material
            var effectiveMaterial = subMesh.getMaterial();
            if (!effectiveMaterial || !effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
                return;
            }
            // Outline - step 1
            var savedDepthWrite = engine.getDepthWrite();
            if (this.renderOutline) {
                engine.setDepthWrite(false);
                scene.getOutlineRenderer().render(subMesh, batch);
                engine.setDepthWrite(savedDepthWrite);
            }
            effectiveMaterial._preBind();
            var effect = effectiveMaterial.getEffect();
            // Bind
            var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : effectiveMaterial.fillMode);
            this._bind(subMesh, effect, fillMode);
            var world = this.getWorldMatrix();
            effectiveMaterial.bind(world, this);
            // Draw
            this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, function (isInstance, world) {
                if (isInstance) {
                    effectiveMaterial.bindOnlyWorldMatrix(world);
                }
            });
            // Unbind
            effectiveMaterial.unbind();
            // Outline - step 2
            if (this.renderOutline && savedDepthWrite) {
                engine.setDepthWrite(true);
                engine.setColorWrite(false);
                scene.getOutlineRenderer().render(subMesh, batch);
                engine.setColorWrite(true);
            }
            // Overlay
            if (this.renderOverlay) {
                var currentMode = engine.getAlphaMode();
                engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
                scene.getOutlineRenderer().render(subMesh, batch, true);
                engine.setAlphaMode(currentMode);
            }
            for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
                this._onAfterRenderCallbacks[callbackIndex](this);
            }
        };
        Mesh.prototype.getEmittedParticleSystems = function () {
            var results = new Array();
            for (var index = 0; index < this.getScene().particleSystems.length; index++) {
                var particleSystem = this.getScene().particleSystems[index];
                if (particleSystem.emitter === this) {
                    results.push(particleSystem);
                }
            }
            return results;
        };
        Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
            var results = new Array();
            var descendants = this.getDescendants();
            descendants.push(this);
            for (var index = 0; index < this.getScene().particleSystems.length; index++) {
                var particleSystem = this.getScene().particleSystems[index];
                if (descendants.indexOf(particleSystem.emitter) !== -1) {
                    results.push(particleSystem);
                }
            }
            return results;
        };
        Mesh.prototype.getChildren = function () {
            var results = [];
            for (var index = 0; index < this.getScene().meshes.length; index++) {
                var mesh = this.getScene().meshes[index];
                if (mesh.parent === this) {
                    results.push(mesh);
                }
            }
            return results;
        };
        Mesh.prototype._checkDelayState = function () {
            var _this = this;
            var that = this;
            var scene = this.getScene();
            if (this._geometry) {
                this._geometry.load(scene);
            }
            else if (that.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
                that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
                scene._addPendingData(that);
                var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
                BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
                    if (data instanceof ArrayBuffer) {
                        _this._delayLoadingFunction(data, _this);
                    }
                    else {
                        _this._delayLoadingFunction(JSON.parse(data), _this);
                    }
                    _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
                    scene._removePendingData(_this);
                }, function () {
                }, scene.database, getBinaryData);
            }
        };
        Mesh.prototype.isInFrustum = function (frustumPlanes) {
            if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
                return false;
            }
            if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
                return false;
            }
            this._checkDelayState();
            return true;
        };
        Mesh.prototype.setMaterialByID = function (id) {
            var materials = this.getScene().materials;
            for (var index = 0; index < materials.length; index++) {
                if (materials[index].id === id) {
                    this.material = materials[index];
                    return;
                }
            }
            // Multi
            var multiMaterials = this.getScene().multiMaterials;
            for (index = 0; index < multiMaterials.length; index++) {
                if (multiMaterials[index].id === id) {
                    this.material = multiMaterials[index];
                    return;
                }
            }
        };
        Mesh.prototype.getAnimatables = function () {
            var results = [];
            if (this.material) {
                results.push(this.material);
            }
            if (this.skeleton) {
                results.push(this.skeleton);
            }
            return results;
        };
        // Geometry
        Mesh.prototype.bakeTransformIntoVertices = function (transform) {
            // Position
            if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
                return;
            }
            this._resetPointsArrayCache();
            var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
            var temp = [];
            for (var index = 0; index < data.length; index += 3) {
                BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
            }
            this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
            // Normals
            if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
                return;
            }
            data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
            for (index = 0; index < data.length; index += 3) {
                BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
            }
            this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
        };
        // Cache
        Mesh.prototype._resetPointsArrayCache = function () {
            this._positions = null;
        };
        Mesh.prototype._generatePointsArray = function () {
            if (this._positions)
                return true;
            this._positions = [];
            var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
            if (!data) {
                return false;
            }
            for (var index = 0; index < data.length; index += 3) {
                this._positions.push(BABYLON.Vector3.FromArray(data, index));
            }
            return true;
        };
        // Clone 
        Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
            return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren);
        };
        // Dispose
        Mesh.prototype.dispose = function (doNotRecurse) {
            if (this._geometry) {
                this._geometry.releaseForMesh(this, true);
            }
            // Instances
            if (this._worldMatricesInstancesBuffer) {
                this.getEngine().deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
                this._worldMatricesInstancesBuffer = null;
            }
            while (this.instances.length) {
                this.instances[0].dispose();
            }
            _super.prototype.dispose.call(this, doNotRecurse);
        };
        // Geometric tools
        Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess) {
            var _this = this;
            var scene = this.getScene();
            var onload = function (img) {
                // Getting height map data
                var canvas = document.createElement("canvas");
                var context = canvas.getContext("2d");
                var heightMapWidth = img.width;
                var heightMapHeight = img.height;
                canvas.width = heightMapWidth;
                canvas.height = heightMapHeight;
                context.drawImage(img, 0, 0);
                // Create VertexData from map data
                //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
                var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
                _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight);
                //execute success callback, if set
                if (onSuccess) {
                    onSuccess(_this);
                }
            };
            BABYLON.Tools.LoadImage(url, onload, function () {
            }, scene.database);
        };
        Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight) {
            if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
                BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
                return;
            }
            var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
            var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
            var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
            var position = BABYLON.Vector3.Zero();
            var normal = BABYLON.Vector3.Zero();
            var uv = BABYLON.Vector2.Zero();
            for (var index = 0; index < positions.length; index += 3) {
                BABYLON.Vector3.FromArrayToRef(positions, index, position);
                BABYLON.Vector3.FromArrayToRef(normals, index, normal);
                BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
                // Compute height
                var u = ((Math.abs(uv.x) * heightMapWidth) % heightMapWidth) | 0;
                var v = ((Math.abs(uv.y) * heightMapHeight) % heightMapHeight) | 0;
                var pos = (u + v * heightMapWidth) * 4;
                var r = buffer[pos] / 255.0;
                var g = buffer[pos + 1] / 255.0;
                var b = buffer[pos + 2] / 255.0;
                var gradient = r * 0.3 + g * 0.59 + b * 0.11;
                normal.normalize();
                normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
                position = position.add(normal);
                position.toArray(positions, index);
            }
            BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
            this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
            this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
        };
        Mesh.prototype.convertToFlatShadedMesh = function () {
            /// <summary>Update normals and vertices to get a flat shading rendering.</summary>
            /// <summary>Warning: This may imply adding vertices to the mesh in order to get exactly 3 vertices per face</summary>
            var kinds = this.getVerticesDataKinds();
            var vbs = [];
            var data = [];
            var newdata = [];
            var updatableNormals = false;
            for (var kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
                var kind = kinds[kindIndex];
                var vertexBuffer = this.getVertexBuffer(kind);
                if (kind === BABYLON.VertexBuffer.NormalKind) {
                    updatableNormals = vertexBuffer.isUpdatable();
                    kinds.splice(kindIndex, 1);
                    kindIndex--;
                    continue;
                }
                vbs[kind] = vertexBuffer;
                data[kind] = vbs[kind].getData();
                newdata[kind] = [];
            }
            // Save previous submeshes
            var previousSubmeshes = this.subMeshes.slice(0);
            var indices = this.getIndices();
            var totalIndices = this.getTotalIndices();
            for (var index = 0; index < totalIndices; index++) {
                var vertexIndex = indices[index];
                for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
                    kind = kinds[kindIndex];
                    var stride = vbs[kind].getStrideSize();
                    for (var offset = 0; offset < stride; offset++) {
                        newdata[kind].push(data[kind][vertexIndex * stride + offset]);
                    }
                }
            }
            // Updating faces & normal
            var normals = [];
            var positions = newdata[BABYLON.VertexBuffer.PositionKind];
            for (index = 0; index < totalIndices; index += 3) {
                indices[index] = index;
                indices[index + 1] = index + 1;
                indices[index + 2] = index + 2;
                var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
                var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
                var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
                var p1p2 = p1.subtract(p2);
                var p3p2 = p3.subtract(p2);
                var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
                for (var localIndex = 0; localIndex < 3; localIndex++) {
                    normals.push(normal.x);
                    normals.push(normal.y);
                    normals.push(normal.z);
                }
            }
            this.setIndices(indices);
            this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
            for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
                kind = kinds[kindIndex];
                this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
            }
            // Updating submeshes
            this.releaseSubMeshes();
            for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
                var previousOne = previousSubmeshes[submeshIndex];
                var subMesh = new BABYLON.SubMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
            }
            this.synchronizeInstances();
        };
        // Instances
        Mesh.prototype.createInstance = function (name) {
            return new BABYLON.InstancedMesh(name, this);
        };
        Mesh.prototype.synchronizeInstances = function () {
            for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
                var instance = this.instances[instanceIndex];
                instance._syncSubMeshes();
            }
        };
        /**
         * Simplify the mesh according to the given array of settings.
         * Function will return immediately and will simplify async.
         * @param settings a collection of simplification settings.
         * @param parallelProcessing should all levels calculate parallel or one after the other.
         * @param type the type of simplification to run.
         * @param successCallback optional success callback to be called after the simplification finished processing all settings.
         */
        Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
            if (parallelProcessing === void 0) { parallelProcessing = true; }
            if (simplificationType === void 0) { simplificationType = 0 /* QUADRATIC */; }
            this.getScene().simplificationQueue.addTask({
                settings: settings,
                parallelProcessing: parallelProcessing,
                mesh: this,
                simplificationType: simplificationType,
                successCallback: successCallback
            });
        };
        /**
         * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
         * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
         * This should be used together with the simplification to avoid disappearing triangles.
         * @param successCallback an optional success callback to be called after the optimization finished.
         */
        Mesh.prototype.optimizeIndices = function (successCallback) {
            var _this = this;
            var indices = this.getIndices();
            var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
            var vectorPositions = [];
            for (var pos = 0; pos < positions.length; pos = pos + 3) {
                vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
            }
            var dupes = [];
            BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
                var realPos = vectorPositions.length - 1 - iteration;
                var testedPosition = vectorPositions[realPos];
                for (var j = 0; j < realPos; ++j) {
                    var againstPosition = vectorPositions[j];
                    if (testedPosition.equals(againstPosition)) {
                        dupes[realPos] = j;
                        break;
                    }
                }
            }, function () {
                for (var i = 0; i < indices.length; ++i) {
                    indices[i] = dupes[indices[i]] || indices[i];
                }
                //indices are now reordered
                var originalSubMeshes = _this.subMeshes.slice(0);
                _this.setIndices(indices);
                _this.subMeshes = originalSubMeshes;
                if (successCallback) {
                    successCallback(_this);
                }
            });
        };
        // Statics
        Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation) {
            if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
            var ribbon = new Mesh(name, scene);
            var vertexData = BABYLON.VertexData.CreateRibbon(pathArray, closeArray, closePath, offset, sideOrientation);
            vertexData.applyToMesh(ribbon, updatable);
            return ribbon;
        };
        Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
            if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
            var box = new Mesh(name, scene);
            var vertexData = BABYLON.VertexData.CreateBox(size, sideOrientation);
            vertexData.applyToMesh(box, updatable);
            return box;
        };
        Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
            if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
            var sphere = new Mesh(name, scene);
            var vertexData = BABYLON.VertexData.CreateSphere(segments, diameter, sideOrientation);
            vertexData.applyToMesh(sphere, updatable);
            return sphere;
        };
        // Cylinder and cone (Code inspired by SharpDX.org)
        Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
            if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
            // subdivisions is a new parameter, we need to support old signature
            if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
                if (scene !== undefined) {
                    updatable = scene;
                }
                scene = subdivisions;
                subdivisions = 1;
            }
            var cylinder = new Mesh(name, scene);
            var vertexData = BABYLON.VertexData.CreateCylinder(height, diameterTop, diameterBottom, tessellation, subdivisions);
            vertexData.applyToMesh(cylinder, updatable);
            return cylinder;
        };
        // Torus  (Code from SharpDX.org)
        Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
            if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
            var torus = new Mesh(name, scene);
            var vertexData = BABYLON.VertexData.CreateTorus(diameter, thickness, tessellation, sideOrientation);
            vertexData.applyToMesh(torus, updatable);
            return torus;
        };
        Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
            if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
            var torusKnot = new Mesh(name, scene);
            var vertexData = BABYLON.VertexData.CreateTorusKnot(radius, tube, radialSegments, tubularSegments, p, q, sideOrientation);
            vertexData.applyToMesh(torusKnot, updatable);
            return torusKnot;
        };
        // Lines
        Mesh.CreateLines = function (name, points, scene, updatable) {
            var lines = new BABYLON.LinesMesh(name, scene, updatable);
            var vertexData = BABYLON.VertexData.CreateLines(points);
            vertexData.applyToMesh(lines, updatable);
            return lines;
        };
        // Extrusion
        Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, scene, updatable, sideOrientation) {
            if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
            scale = scale || 1;
            rotation = rotation || 0;
            var extruded = Mesh._ExtrudeShapeGeneric(name, shape, path, scale, rotation, null, null, false, false, false, scene, updatable, sideOrientation);
            return extruded;
        };
        Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, scene, updatable, sideOrientation) {
            if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
            var extrudedCustom = Mesh._ExtrudeShapeGeneric(name, shape, path, null, null, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, true, scene, updatable, sideOrientation);
            return extrudedCustom;
        };
        Mesh._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, custom, scene, updtbl, side) {
            var path3D = new BABYLON.Path3D(curve);
            var tangents = path3D.getTangents();
            var normals = path3D.getNormals();
            var binormals = path3D.getBinormals();
            var distances = path3D.getDistances();
            var shapePaths = new Array();
            var angle = 0;
            var returnScale = function (i, distance) {
                return scale;
            };
            var returnRotation = function (i, distance) {
                return rotation;
            };
            var rotate = custom ? rotateFunction : returnRotation;
            var scl = custom ? scaleFunction : returnScale;
            for (var i = 0; i < curve.length; i++) {
                var shapePath = new Array();
                var angleStep = rotate(i, distances[i]);
                var scaleRatio = scl(i, distances[i]);
                for (var p = 0; p < shape.length; p++) {
                    var rotationMatrix = BABYLON.Matrix.RotationAxis(tangents[i], angle);
                    var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
                    var rotated = BABYLON.Vector3.TransformCoordinates(planed, rotationMatrix).scaleInPlace(scaleRatio).add(curve[i]);
                    shapePath.push(rotated);
                }
                shapePaths.push(shapePath);
                angle += angleStep;
            }
            var extrudedGeneric = Mesh.CreateRibbon(name, shapePaths, rbCA, rbCP, 0, scene, updtbl, side);
            return extrudedGeneric;
        };
        // Plane & ground
        Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
            if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
            var plane = new Mesh(name, scene);
            var vertexData = BABYLON.VertexData.CreatePlane(size, sideOrientation);
            vertexData.applyToMesh(plane, updatable);
            return plane;
        };
        Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
            var ground = new BABYLON.GroundMesh(name, scene);
            ground._setReady(false);
            ground._subdivisions = subdivisions;
            var vertexData = BABYLON.VertexData.CreateGround(width, height, subdivisions);
            vertexData.applyToMesh(ground, updatable);
            ground._setReady(true);
            return ground;
        };
        Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
            var tiledGround = new Mesh(name, scene);
            var vertexData = BABYLON.VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision);
            vertexData.applyToMesh(tiledGround, updatable);
            return tiledGround;
        };
        Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady) {
            var ground = new BABYLON.GroundMesh(name, scene);
            ground._subdivisions = subdivisions;
            ground._setReady(false);
            var onload = function (img) {
                // Getting height map data
                var canvas = document.createElement("canvas");
                var context = canvas.getContext("2d");
                var heightMapWidth = img.width;
                var heightMapHeight = img.height;
                canvas.width = heightMapWidth;
                canvas.height = heightMapHeight;
                context.drawImage(img, 0, 0);
                // Create VertexData from map data
                // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949 
                var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
                var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap(width, height, subdivisions, minHeight, maxHeight, buffer, heightMapWidth, heightMapHeight);
                vertexData.applyToMesh(ground, updatable);
                ground._setReady(true);
                //execute ready callback, if set
                if (onReady) {
                    onReady(ground);
                }
            };
            BABYLON.Tools.LoadImage(url, onload, function () {
            }, scene.database);
            return ground;
        };
        Mesh.CreateTube = function (name, path, radius, tesselation, radiusFunction, scene, updatable, sideOrientation) {
            if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
            var path3D = new BABYLON.Path3D(path);
            var tangents = path3D.getTangents();
            var normals = path3D.getNormals();
            var distances = path3D.getDistances();
            var pi2 = Math.PI * 2;
            var step = pi2 / tesselation;
            var returnRadius = function (i, distance) { return radius; };
            var radiusFunctionFinal = radiusFunction || returnRadius;
            var circlePaths = new Array();
            var circlePath;
            var rad;
            var normal;
            var rotated;
            var rotationMatrix;
            for (var i = 0; i < path.length; i++) {
                rad = radiusFunctionFinal(i, distances[i]); // current radius
                circlePath = Array(); // current circle array
                normal = normals[i]; // current normal  
                for (var ang = 0; ang < pi2; ang += step) {
                    rotationMatrix = BABYLON.Matrix.RotationAxis(tangents[i], ang);
                    rotated = BABYLON.Vector3.TransformCoordinates(normal, rotationMatrix).scaleInPlace(rad).add(path[i]);
                    circlePath.push(rotated);
                }
                circlePaths.push(circlePath);
            }
            var tube = Mesh.CreateRibbon(name, circlePaths, false, true, 0, scene, updatable, sideOrientation);
            return tube;
        };
        // Decals
        Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
            if (angle === void 0) { angle = 0; }
            var indices = sourceMesh.getIndices();
            var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
            var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
            // Getting correct rotation
            if (!normal) {
                var target = new BABYLON.Vector3(0, 0, 1);
                var camera = sourceMesh.getScene().activeCamera;
                var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
                normal = camera.globalPosition.subtract(cameraWorldTarget);
            }
            var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
            var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
            var pitch = Math.atan2(normal.y, len);
            // Matrix
            var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
            var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
            var meshWorldMatrix = sourceMesh.getWorldMatrix();
            var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
            var vertexData = new BABYLON.VertexData();
            vertexData.indices = [];
            vertexData.positions = [];
            vertexData.normals = [];
            vertexData.uvs = [];
            var currentVertexDataIndex = 0;
            var extractDecalVector3 = function (indexId) {
                var vertexId = indices[indexId];
                var result = new BABYLON.PositionNormalVertex();
                result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
                // Send vector to decal local world
                result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
                // Get normal
                result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
                return result;
            };
            // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
            var clip = function (vertices, axis) {
                if (vertices.length === 0) {
                    return vertices;
                }
                var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
                var clipVertices = function (v0, v1) {
                    var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
                    return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
                };
                var result = new Array();
                for (var index = 0; index < vertices.length; index += 3) {
                    var v1Out;
                    var v2Out;
                    var v3Out;
                    var total = 0;
                    var nV1, nV2, nV3, nV4;
                    var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
                    var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
                    var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
                    v1Out = d1 > 0;
                    v2Out = d2 > 0;
                    v3Out = d3 > 0;
                    total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
                    switch (total) {
                        case 0:
                            result.push(vertices[index]);
                            result.push(vertices[index + 1]);
                            result.push(vertices[index + 2]);
                            break;
                        case 1:
                            if (v1Out) {
                                nV1 = vertices[index + 1];
                                nV2 = vertices[index + 2];
                                nV3 = clipVertices(vertices[index], nV1);
                                nV4 = clipVertices(vertices[index], nV2);
                            }
                            if (v2Out) {
                                nV1 = vertices[index];
                                nV2 = vertices[index + 2];
                                nV3 = clipVertices(vertices[index + 1], nV1);
                                nV4 = clipVertices(vertices[index + 1], nV2);
                                result.push(nV3);
                                result.push(nV2.clone());
                                result.push(nV1.clone());
                                result.push(nV2.clone());
                                result.push(nV3.clone());
                                result.push(nV4);
                                break;
                            }
                            if (v3Out) {
                                nV1 = vertices[index];
                                nV2 = vertices[index + 1];
                                nV3 = clipVertices(vertices[index + 2], nV1);
                                nV4 = clipVertices(vertices[index + 2], nV2);
                            }
                            result.push(nV1.clone());
                            result.push(nV2.clone());
                            result.push(nV3);
                            result.push(nV4);
                            result.push(nV3.clone());
                            result.push(nV2.clone());
                            break;
                        case 2:
                            if (!v1Out) {
                                nV1 = vertices[index].clone();
                                nV2 = clipVertices(nV1, vertices[index + 1]);
                                nV3 = clipVertices(nV1, vertices[index + 2]);
                                result.push(nV1);
                                result.push(nV2);
                                result.push(nV3);
                            }
                            if (!v2Out) {
                                nV1 = vertices[index + 1].clone();
                                nV2 = clipVertices(nV1, vertices[index + 2]);
                                nV3 = clipVertices(nV1, vertices[index]);
                                result.push(nV1);
                                result.push(nV2);
                                result.push(nV3);
                            }
                            if (!v3Out) {
                                nV1 = vertices[index + 2].clone();
                                nV2 = clipVertices(nV1, vertices[index]);
                                nV3 = clipVertices(nV1, vertices[index + 1]);
                                result.push(nV1);
                                result.push(nV2);
                                result.push(nV3);
                            }
                            break;
                        case 3:
                            break;
                    }
                }
                return result;
            };
            for (var index = 0; index < indices.length; index += 3) {
                var faceVertices = new Array();
                faceVertices.push(extractDecalVector3(index));
                faceVertices.push(extractDecalVector3(index + 1));
                faceVertices.push(extractDecalVector3(index + 2));
                // Clip
                faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
                faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
                faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
                faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
                faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
                faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
                if (faceVertices.length === 0) {
                    continue;
                }
                for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
                    var vertex = faceVertices[vIndex];
                    vertexData.indices.push(currentVertexDataIndex);
                    BABYLON.Vector3.TransformCoordinates(vertex.position, decalWorldMatrix).toArray(vertexData.positions, currentVertexDataIndex * 3);
                    vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
                    vertexData.uvs.push(0.5 + vertex.position.x / size.x);
                    vertexData.uvs.push(0.5 + vertex.position.y / size.y);
                    currentVertexDataIndex++;
                }
            }
            // Return mesh
            var decal = new Mesh(name, sourceMesh.getScene());
            vertexData.applyToMesh(decal);
            return decal;
        };
        // Tools
        Mesh.MinMax = function (meshes) {
            var minVector = null;
            var maxVector = null;
            for (var i in meshes) {
                var mesh = meshes[i];
                var boundingBox = mesh.getBoundingInfo().boundingBox;
                if (!minVector) {
                    minVector = boundingBox.minimumWorld;
                    maxVector = boundingBox.maximumWorld;
                    continue;
                }
                minVector.MinimizeInPlace(boundingBox.minimumWorld);
                maxVector.MaximizeInPlace(boundingBox.maximumWorld);
            }
            return {
                min: minVector,
                max: maxVector
            };
        };
        Mesh.Center = function (meshesOrMinMaxVector) {
            var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : Mesh.MinMax(meshesOrMinMaxVector);
            return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
        };
        Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices) {
            if (disposeSource === void 0) { disposeSource = true; }
            var source = meshes[0];
            var material = source.material;
            var scene = source.getScene();
            if (!allow32BitsIndices) {
                var totalVertices = 0;
                for (var index = 0; index < meshes.length; index++) {
                    totalVertices += meshes[index].getTotalVertices();
                    if (totalVertices > 65536) {
                        BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
                        return null;
                    }
                }
            }
            // Merge
            var vertexData = BABYLON.VertexData.ExtractFromMesh(source);
            vertexData.transform(source.getWorldMatrix());
            for (index = 1; index < meshes.length; index++) {
                var otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index]);
                otherVertexData.transform(meshes[index].getWorldMatrix());
                vertexData.merge(otherVertexData);
            }
            var newMesh = new Mesh(source.name + "_merged", scene);
            vertexData.applyToMesh(newMesh);
            // Setting properties
            newMesh.material = material;
            newMesh.checkCollisions = source.checkCollisions;
            // Cleaning
            if (disposeSource) {
                for (index = 0; index < meshes.length; index++) {
                    meshes[index].dispose();
                }
            }
            return newMesh;
        };
        // Consts
        Mesh._FRONTSIDE = 0;
        Mesh._BACKSIDE = 1;
        Mesh._DOUBLESIDE = 2;
        Mesh._DEFAULTSIDE = 0;
        return Mesh;
    })(BABYLON.AbstractMesh);
    BABYLON.Mesh = Mesh;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.mesh.js.map
var BABYLON;
(function (BABYLON) {
    var GroundMesh = (function (_super) {
        __extends(GroundMesh, _super);
        function GroundMesh(name, scene) {
            _super.call(this, name, scene);
            this.generateOctree = false;
            this._worldInverse = new BABYLON.Matrix();
        }
        Object.defineProperty(GroundMesh.prototype, "subdivisions", {
            get: function () {
                return this._subdivisions;
            },
            enumerable: true,
            configurable: true
        });
        GroundMesh.prototype.optimize = function (chunksCount) {
            this.subdivide(this._subdivisions);
            this.createOrUpdateSubmeshesOctree(32);
        };
        GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
            var ray = new BABYLON.Ray(new BABYLON.Vector3(x, this.getBoundingInfo().boundingBox.maximumWorld.y + 1, z), new BABYLON.Vector3(0, -1, 0));
            this.getWorldMatrix().invertToRef(this._worldInverse);
            ray = BABYLON.Ray.Transform(ray, this._worldInverse);
            var pickInfo = this.intersects(ray);
            if (pickInfo.hit) {
                return pickInfo.pickedPoint.y;
            }
            return 0;
        };
        return GroundMesh;
    })(BABYLON.Mesh);
    BABYLON.GroundMesh = GroundMesh;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.groundMesh.js.map
var BABYLON;
(function (BABYLON) {
    /**
     * Creates an instance based on a source mesh.
     */
    var InstancedMesh = (function (_super) {
        __extends(InstancedMesh, _super);
        function InstancedMesh(name, source) {
            _super.call(this, name, source.getScene());
            source.instances.push(this);
            this._sourceMesh = source;
            this.position.copyFrom(source.position);
            this.rotation.copyFrom(source.rotation);
            this.scaling.copyFrom(source.scaling);
            if (source.rotationQuaternion) {
                this.rotationQuaternion = source.rotationQuaternion.clone();
            }
            this.infiniteDistance = source.infiniteDistance;
            this.setPivotMatrix(source.getPivotMatrix());
            this.refreshBoundingInfo();
            this._syncSubMeshes();
        }
        Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
            // Methods
            get: function () {
                return this._sourceMesh.receiveShadows;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(InstancedMesh.prototype, "material", {
            get: function () {
                return this._sourceMesh.material;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(InstancedMesh.prototype, "visibility", {
            get: function () {
                return this._sourceMesh.visibility;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(InstancedMesh.prototype, "skeleton", {
            get: function () {
                return this._sourceMesh.skeleton;
            },
            enumerable: true,
            configurable: true
        });
        InstancedMesh.prototype.getTotalVertices = function () {
            return this._sourceMesh.getTotalVertices();
        };
        Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
            get: function () {
                return this._sourceMesh;
            },
            enumerable: true,
            configurable: true
        });
        InstancedMesh.prototype.getVerticesData = function (kind) {
            return this._sourceMesh.getVerticesData(kind);
        };
        InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
            return this._sourceMesh.isVerticesDataPresent(kind);
        };
        InstancedMesh.prototype.getIndices = function () {
            return this._sourceMesh.getIndices();
        };
        Object.defineProperty(InstancedMesh.prototype, "_positions", {
            get: function () {
                return this._sourceMesh._positions;
            },
            enumerable: true,
            configurable: true
        });
        InstancedMesh.prototype.refreshBoundingInfo = function () {
            var data = this._sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
            if (data) {
                var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._sourceMesh.getTotalVertices());
                this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
            }
            this._updateBoundingInfo();
        };
        InstancedMesh.prototype._preActivate = function () {
            if (this._currentLOD) {
                this._currentLOD._preActivate();
            }
        };
        InstancedMesh.prototype._activate = function (renderId) {
            if (this._currentLOD) {
                this._currentLOD._registerInstanceForRenderId(this, renderId);
            }
        };
        InstancedMesh.prototype.getLOD = function (camera) {
            this._currentLOD = this.sourceMesh.getLOD(this.getScene().activeCamera, this.getBoundingInfo().boundingSphere);
            if (this._currentLOD === this.sourceMesh) {
                return this;
            }
            return this._currentLOD;
        };
        InstancedMesh.prototype._syncSubMeshes = function () {
            this.releaseSubMeshes();
            if (this._sourceMesh.subMeshes) {
                for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
                    this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
                }
            }
        };
        InstancedMesh.prototype._generatePointsArray = function () {
            return this._sourceMesh._generatePointsArray();
        };
        // Clone
        InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
            var result = this._sourceMesh.createInstance(name);
            // Deep copy
            BABYLON.Tools.DeepCopy(this, result, ["name"], []);
            // Bounding info
            this.refreshBoundingInfo();
            // Parent
            if (newParent) {
                result.parent = newParent;
            }
            if (!doNotCloneChildren) {
                for (var index = 0; index < this.getScene().meshes.length; index++) {
                    var mesh = this.getScene().meshes[index];
                    if (mesh.parent === this) {
                        mesh.clone(mesh.name, result);
                    }
                }
            }
            result.computeWorldMatrix(true);
            return result;
        };
        // Dispoe
        InstancedMesh.prototype.dispose = function (doNotRecurse) {
            // Remove from mesh
            var index = this._sourceMesh.instances.indexOf(this);
            this._sourceMesh.instances.splice(index, 1);
            _super.prototype.dispose.call(this, doNotRecurse);
        };
        return InstancedMesh;
    })(BABYLON.AbstractMesh);
    BABYLON.InstancedMesh = InstancedMesh;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.instancedMesh.js.mapvar BABYLON;
(function (BABYLON) {
    var SubMesh = (function () {
        function SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
            if (createBoundingBox === void 0) { createBoundingBox = true; }
            this.materialIndex = materialIndex;
            this.verticesStart = verticesStart;
            this.verticesCount = verticesCount;
            this.indexStart = indexStart;
            this.indexCount = indexCount;
            this._renderId = 0;
            this._mesh = mesh;
            this._renderingMesh = renderingMesh || mesh;
            mesh.subMeshes.push(this);
            this._id = mesh.subMeshes.length - 1;
            if (createBoundingBox) {
                this.refreshBoundingInfo();
                mesh.computeWorldMatrix(true);
            }
        }
        SubMesh.prototype.getBoundingInfo = function () {
            return this._boundingInfo;
        };
        SubMesh.prototype.getMesh = function () {
            return this._mesh;
        };
        SubMesh.prototype.getRenderingMesh = function () {
            return this._renderingMesh;
        };
        SubMesh.prototype.getMaterial = function () {
            var rootMaterial = this._renderingMesh.material;
            if (rootMaterial && rootMaterial instanceof BABYLON.MultiMaterial) {
                var multiMaterial = rootMaterial;
                return multiMaterial.getSubMaterial(this.materialIndex);
            }
            if (!rootMaterial) {
                return this._mesh.getScene().defaultMaterial;
            }
            return rootMaterial;
        };
        // Methods
        SubMesh.prototype.refreshBoundingInfo = function () {
            var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
            if (!data) {
                this._boundingInfo = this._mesh._boundingInfo;
                return;
            }
            var indices = this._renderingMesh.getIndices();
            var extend;
            if (this.indexStart === 0 && this.indexCount === indices.length) {
                extend = BABYLON.Tools.ExtractMinAndMax(data, this.verticesStart, this.verticesCount);
            }
            else {
                extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount);
            }
            this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
        };
        SubMesh.prototype._checkCollision = function (collider) {
            return this._boundingInfo._checkCollision(collider);
        };
        SubMesh.prototype.updateBoundingInfo = function (world) {
            if (!this._boundingInfo) {
                this.refreshBoundingInfo();
            }
            this._boundingInfo._update(world);
        };
        SubMesh.prototype.isInFrustum = function (frustumPlanes) {
            return this._boundingInfo.isInFrustum(frustumPlanes);
        };
        SubMesh.prototype.render = function () {
            this._renderingMesh.render(this);
        };
        SubMesh.prototype.getLinesIndexBuffer = function (indices, engine) {
            if (!this._linesIndexBuffer) {
                var linesIndices = [];
                for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
                    linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
                }
                this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
                this.linesIndexCount = linesIndices.length;
            }
            return this._linesIndexBuffer;
        };
        SubMesh.prototype.canIntersects = function (ray) {
            return ray.intersectsBox(this._boundingInfo.boundingBox);
        };
        SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
            var intersectInfo = null;
            for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
                var p0 = positions[indices[index]];
                var p1 = positions[indices[index + 1]];
                var p2 = positions[indices[index + 2]];
                var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
                if (currentIntersectInfo) {
                    if (currentIntersectInfo.distance < 0) {
                        continue;
                    }
                    if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
                        intersectInfo = currentIntersectInfo;
                        intersectInfo.faceId = index / 3;
                        if (fastCheck) {
                            break;
                        }
                    }
                }
            }
            return intersectInfo;
        };
        // Clone    
        SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
            var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
            result._boundingInfo = new BABYLON.BoundingInfo(this._boundingInfo.minimum, this._boundingInfo.maximum);
            return result;
        };
        // Dispose
        SubMesh.prototype.dispose = function () {
            if (this._linesIndexBuffer) {
                this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
                this._linesIndexBuffer = null;
            }
            // Remove from mesh
            var index = this._mesh.subMeshes.indexOf(this);
            this._mesh.subMeshes.splice(index, 1);
        };
        // Statics
        SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
            var minVertexIndex = Number.MAX_VALUE;
            var maxVertexIndex = -Number.MAX_VALUE;
            renderingMesh = renderingMesh || mesh;
            var indices = renderingMesh.getIndices();
            for (var index = startIndex; index < startIndex + indexCount; index++) {
                var vertexIndex = indices[index];
                if (vertexIndex < minVertexIndex)
                    minVertexIndex = vertexIndex;
                if (vertexIndex > maxVertexIndex)
                    maxVertexIndex = vertexIndex;
            }
            return new BABYLON.SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
        };
        return SubMesh;
    })();
    BABYLON.SubMesh = SubMesh;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.subMesh.js.mapvar BABYLON;
(function (BABYLON) {
    var BaseTexture = (function () {
        function BaseTexture(scene) {
            this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
            this.hasAlpha = false;
            this.getAlphaFromRGB = false;
            this.level = 1;
            this.isCube = false;
            this.isRenderTarget = false;
            this.animations = new Array();
            this.coordinatesIndex = 0;
            this.coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
            this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
            this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
            this.anisotropicFilteringLevel = 4;
            this._scene = scene;
            this._scene.textures.push(this);
        }
        BaseTexture.prototype.getScene = function () {
            return this._scene;
        };
        BaseTexture.prototype.getTextureMatrix = function () {
            return null;
        };
        BaseTexture.prototype.getReflectionTextureMatrix = function () {
            return null;
        };
        BaseTexture.prototype.getInternalTexture = function () {
            return this._texture;
        };
        BaseTexture.prototype.isReady = function () {
            if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
                return true;
            }
            if (this._texture) {
                return this._texture.isReady;
            }
            return false;
        };
        BaseTexture.prototype.getSize = function () {
            if (this._texture._width) {
                return { width: this._texture._width, height: this._texture._height };
            }
            if (this._texture._size) {
                return { width: this._texture._size, height: this._texture._size };
            }
            return { width: 0, height: 0 };
        };
        BaseTexture.prototype.getBaseSize = function () {
            if (!this.isReady())
                return { width: 0, height: 0 };
            if (this._texture._size) {
                return { width: this._texture._size, height: this._texture._size };
            }
            return { width: this._texture._baseWidth, height: this._texture._baseHeight };
        };
        BaseTexture.prototype.scale = function (ratio) {
        };
        Object.defineProperty(BaseTexture.prototype, "canRescale", {
            get: function () {
                return false;
            },
            enumerable: true,
            configurable: true
        });
        BaseTexture.prototype._removeFromCache = function (url, noMipmap) {
            var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
            for (var index = 0; index < texturesCache.length; index++) {
                var texturesCacheEntry = texturesCache[index];
                if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) {
                    texturesCache.splice(index, 1);
                    return;
                }
            }
        };
        BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
            var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
            for (var index = 0; index < texturesCache.length; index++) {
                var texturesCacheEntry = texturesCache[index];
                if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) {
                    if (!sampling || sampling === texturesCacheEntry.samplingMode) {
                        texturesCacheEntry.references++;
                        return texturesCacheEntry;
                    }
                }
            }
            return null;
        };
        BaseTexture.prototype.delayLoad = function () {
        };
        BaseTexture.prototype.releaseInternalTexture = function () {
            if (!this._texture) {
                return;
            }
            var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
            this._texture.references--;
            // Final reference ?
            if (this._texture.references === 0) {
                var index = texturesCache.indexOf(this._texture);
                texturesCache.splice(index, 1);
                this._scene.getEngine()._releaseTexture(this._texture);
                delete this._texture;
            }
        };
        BaseTexture.prototype.clone = function () {
            return null;
        };
        BaseTexture.prototype.dispose = function () {
            // Remove from scene
            var index = this._scene.textures.indexOf(this);
            if (index >= 0) {
                this._scene.textures.splice(index, 1);
            }
            if (this._texture === undefined) {
                return;
            }
            this.releaseInternalTexture();
            // Callback
            if (this.onDispose) {
                this.onDispose();
            }
        };
        return BaseTexture;
    })();
    BABYLON.BaseTexture = BaseTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.baseTexture.js.mapvar BABYLON;
(function (BABYLON) {
    var RenderingGroup = (function () {
        function RenderingGroup(index, scene) {
            this.index = index;
            this._opaqueSubMeshes = new BABYLON.SmartArray(256);
            this._transparentSubMeshes = new BABYLON.SmartArray(256);
            this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
            this._scene = scene;
        }
        RenderingGroup.prototype.render = function (customRenderFunction) {
            if (customRenderFunction) {
                customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes);
                return true;
            }
            if (this._opaqueSubMeshes.length === 0 && this._alphaTestSubMeshes.length === 0 && this._transparentSubMeshes.length === 0) {
                return false;
            }
            var engine = this._scene.getEngine();
            // Opaque
            var subIndex;
            var submesh;
            for (subIndex = 0; subIndex < this._opaqueSubMeshes.length; subIndex++) {
                submesh = this._opaqueSubMeshes.data[subIndex];
                submesh.render();
            }
            // Alpha test
            engine.setAlphaTesting(true);
            for (subIndex = 0; subIndex < this._alphaTestSubMeshes.length; subIndex++) {
                submesh = this._alphaTestSubMeshes.data[subIndex];
                submesh.render();
            }
            engine.setAlphaTesting(false);
            // Transparent
            if (this._transparentSubMeshes.length) {
                for (subIndex = 0; subIndex < this._transparentSubMeshes.length; subIndex++) {
                    submesh = this._transparentSubMeshes.data[subIndex];
                    submesh._alphaIndex = submesh.getMesh().alphaIndex;
                    submesh._distanceToCamera = submesh.getBoundingInfo().boundingSphere.centerWorld.subtract(this._scene.activeCamera.position).length();
                }
                var sortedArray = this._transparentSubMeshes.data.slice(0, this._transparentSubMeshes.length);
                sortedArray.sort(function (a, b) {
                    // Alpha index first
                    if (a._alphaIndex > b._alphaIndex) {
                        return 1;
                    }
                    if (a._alphaIndex < b._alphaIndex) {
                        return -1;
                    }
                    // Then distance to camera
                    if (a._distanceToCamera < b._distanceToCamera) {
                        return 1;
                    }
                    if (a._distanceToCamera > b._distanceToCamera) {
                        return -1;
                    }
                    return 0;
                });
                // Rendering
                engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
                for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
                    submesh = sortedArray[subIndex];
                    submesh.render();
                }
                engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
            }
            return true;
        };
        RenderingGroup.prototype.prepare = function () {
            this._opaqueSubMeshes.reset();
            this._transparentSubMeshes.reset();
            this._alphaTestSubMeshes.reset();
        };
        RenderingGroup.prototype.dispatch = function (subMesh) {
            var material = subMesh.getMaterial();
            var mesh = subMesh.getMesh();
            if (material.needAlphaBlending() || mesh.visibility < 1.0 || mesh.hasVertexAlpha) {
                this._transparentSubMeshes.push(subMesh);
            }
            else if (material.needAlphaTesting()) {
                this._alphaTestSubMeshes.push(subMesh);
            }
            else {
                this._opaqueSubMeshes.push(subMesh); // Opaque
            }
        };
        return RenderingGroup;
    })();
    BABYLON.RenderingGroup = RenderingGroup;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.renderingGroup.js.mapvar BABYLON;
(function (BABYLON) {
    var RenderingManager = (function () {
        function RenderingManager(scene) {
            this._renderingGroups = new Array();
            this._scene = scene;
        }
        RenderingManager.prototype._renderParticles = function (index, activeMeshes) {
            if (this._scene._activeParticleSystems.length === 0) {
                return;
            }
            // Particles
            var beforeParticlesDate = BABYLON.Tools.Now;
            for (var particleIndex = 0; particleIndex < this._scene._activeParticleSystems.length; particleIndex++) {
                var particleSystem = this._scene._activeParticleSystems.data[particleIndex];
                if (particleSystem.renderingGroupId !== index) {
                    continue;
                }
                this._clearDepthBuffer();
                if (!particleSystem.emitter.position || !activeMeshes || activeMeshes.indexOf(particleSystem.emitter) !== -1) {
                    this._scene._activeParticles += particleSystem.render();
                }
            }
            this._scene._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate;
        };
        RenderingManager.prototype._renderSprites = function (index) {
            if (!this._scene.spritesEnabled || this._scene.spriteManagers.length === 0) {
                return;
            }
            // Sprites       
            var beforeSpritessDate = BABYLON.Tools.Now;
            for (var id = 0; id < this._scene.spriteManagers.length; id++) {
                var spriteManager = this._scene.spriteManagers[id];
                if (spriteManager.renderingGroupId === index) {
                    this._clearDepthBuffer();
                    spriteManager.render();
                }
            }
            this._scene._spritesDuration += BABYLON.Tools.Now - beforeSpritessDate;
        };
        RenderingManager.prototype._clearDepthBuffer = function () {
            if (this._depthBufferAlreadyCleaned) {
                return;
            }
            this._scene.getEngine().clear(0, false, true);
            this._depthBufferAlreadyCleaned = true;
        };
        RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
            for (var index = 0; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
                this._depthBufferAlreadyCleaned = false;
                var renderingGroup = this._renderingGroups[index];
                var needToStepBack = false;
                if (renderingGroup) {
                    this._clearDepthBuffer();
                    if (!renderingGroup.render(customRenderFunction)) {
                        this._renderingGroups.splice(index, 1);
                        needToStepBack = true;
                    }
                }
                if (renderSprites) {
                    this._renderSprites(index);
                }
                if (renderParticles) {
                    this._renderParticles(index, activeMeshes);
                }
                if (needToStepBack) {
                    index--;
                }
            }
        };
        RenderingManager.prototype.reset = function () {
            for (var index in this._renderingGroups) {
                var renderingGroup = this._renderingGroups[index];
                renderingGroup.prepare();
            }
        };
        RenderingManager.prototype.dispatch = function (subMesh) {
            var mesh = subMesh.getMesh();
            var renderingGroupId = mesh.renderingGroupId || 0;
            if (!this._renderingGroups[renderingGroupId]) {
                this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene);
            }
            this._renderingGroups[renderingGroupId].dispatch(subMesh);
        };
        RenderingManager.MAX_RENDERINGGROUPS = 4;
        return RenderingManager;
    })();
    BABYLON.RenderingManager = RenderingManager;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.renderingManager.js.map
var BABYLON;
(function (BABYLON) {
    var Texture = (function (_super) {
        __extends(Texture, _super);
        function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer) {
            if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
            if (onLoad === void 0) { onLoad = null; }
            if (onError === void 0) { onError = null; }
            if (buffer === void 0) { buffer = null; }
            if (deleteBuffer === void 0) { deleteBuffer = false; }
            _super.call(this, scene);
            this.uOffset = 0;
            this.vOffset = 0;
            this.uScale = 1.0;
            this.vScale = 1.0;
            this.uAng = 0;
            this.vAng = 0;
            this.wAng = 0;
            this.name = url;
            this.url = url;
            this._noMipmap = noMipmap;
            this._invertY = invertY;
            this._samplingMode = samplingMode;
            this._buffer = buffer;
            this._deleteBuffer = deleteBuffer;
            if (!url) {
                return;
            }
            this._texture = this._getFromCache(url, noMipmap, samplingMode);
            if (!this._texture) {
                if (!scene.useDelayedTextureLoading) {
                    this._texture = scene.getEngine().createTexture(url, noMipmap, invertY, scene, this._samplingMode, onLoad, onError, this._buffer);
                    if (deleteBuffer) {
                        delete this._buffer;
                    }
                }
                else {
                    this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
                }
            }
        }
        Texture.prototype.delayLoad = function () {
            if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
                return;
            }
            this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
            this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
            if (!this._texture) {
                this._texture = this.getScene().getEngine().createTexture(this.url, this._noMipmap, this._invertY, this.getScene(), this._samplingMode, null, null, this._buffer);
                if (this._deleteBuffer) {
                    delete this._buffer;
                }
            }
        };
        Texture.prototype.updateSamplingMode = function (samplingMode) {
            if (!this._texture) {
                return;
            }
            this.getScene().getEngine().updateTextureSamplingMode(samplingMode, this._texture);
        };
        Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
            x -= this.uOffset + 0.5;
            y -= this.vOffset + 0.5;
            z -= 0.5;
            BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
            t.x *= this.uScale;
            t.y *= this.vScale;
            t.x += 0.5;
            t.y += 0.5;
            t.z += 0.5;
        };
        Texture.prototype.getTextureMatrix = function () {
            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) {
                return this._cachedTextureMatrix;
            }
            this._cachedUOffset = this.uOffset;
            this._cachedVOffset = this.vOffset;
            this._cachedUScale = this.uScale;
            this._cachedVScale = this.vScale;
            this._cachedUAng = this.uAng;
            this._cachedVAng = this.vAng;
            this._cachedWAng = this.wAng;
            if (!this._cachedTextureMatrix) {
                this._cachedTextureMatrix = BABYLON.Matrix.Zero();
                this._rowGenerationMatrix = new BABYLON.Matrix();
                this._t0 = BABYLON.Vector3.Zero();
                this._t1 = BABYLON.Vector3.Zero();
                this._t2 = BABYLON.Vector3.Zero();
            }
            BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
            this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
            this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
            this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
            this._t1.subtractInPlace(this._t0);
            this._t2.subtractInPlace(this._t0);
            BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
            this._cachedTextureMatrix.m[0] = this._t1.x;
            this._cachedTextureMatrix.m[1] = this._t1.y;
            this._cachedTextureMatrix.m[2] = this._t1.z;
            this._cachedTextureMatrix.m[4] = this._t2.x;
            this._cachedTextureMatrix.m[5] = this._t2.y;
            this._cachedTextureMatrix.m[6] = this._t2.z;
            this._cachedTextureMatrix.m[8] = this._t0.x;
            this._cachedTextureMatrix.m[9] = this._t0.y;
            this._cachedTextureMatrix.m[10] = this._t0.z;
            return this._cachedTextureMatrix;
        };
        Texture.prototype.getReflectionTextureMatrix = function () {
            if (this.uOffset === this._cachedUOffset && this.vOffset === this._cachedVOffset && this.uScale === this._cachedUScale && this.vScale === this._cachedVScale && this.coordinatesMode === this._cachedCoordinatesMode) {
                return this._cachedTextureMatrix;
            }
            if (!this._cachedTextureMatrix) {
                this._cachedTextureMatrix = BABYLON.Matrix.Zero();
                this._projectionModeMatrix = BABYLON.Matrix.Zero();
            }
            this._cachedCoordinatesMode = this.coordinatesMode;
            switch (this.coordinatesMode) {
                case Texture.SPHERICAL_MODE:
                    BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
                    this._cachedTextureMatrix[0] = -0.5 * this.uScale;
                    this._cachedTextureMatrix[5] = -0.5 * this.vScale;
                    this._cachedTextureMatrix[12] = 0.5 + this.uOffset;
                    this._cachedTextureMatrix[13] = 0.5 + this.vOffset;
                    break;
                case Texture.PLANAR_MODE:
                    BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
                    this._cachedTextureMatrix[0] = this.uScale;
                    this._cachedTextureMatrix[5] = this.vScale;
                    this._cachedTextureMatrix[12] = this.uOffset;
                    this._cachedTextureMatrix[13] = this.vOffset;
                    break;
                case Texture.PROJECTION_MODE:
                    BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix);
                    this._projectionModeMatrix.m[0] = 0.5;
                    this._projectionModeMatrix.m[5] = -0.5;
                    this._projectionModeMatrix.m[10] = 0.0;
                    this._projectionModeMatrix.m[12] = 0.5;
                    this._projectionModeMatrix.m[13] = 0.5;
                    this._projectionModeMatrix.m[14] = 1.0;
                    this._projectionModeMatrix.m[15] = 1.0;
                    this.getScene().getProjectionMatrix().multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
                    break;
                default:
                    BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
                    break;
            }
            return this._cachedTextureMatrix;
        };
        Texture.prototype.clone = function () {
            var newTexture = new Texture(this._texture.url, this.getScene(), this._noMipmap, this._invertY, this._samplingMode);
            // Base texture
            newTexture.hasAlpha = this.hasAlpha;
            newTexture.level = this.level;
            newTexture.wrapU = this.wrapU;
            newTexture.wrapV = this.wrapV;
            newTexture.coordinatesIndex = this.coordinatesIndex;
            newTexture.coordinatesMode = this.coordinatesMode;
            // Texture
            newTexture.uOffset = this.uOffset;
            newTexture.vOffset = this.vOffset;
            newTexture.uScale = this.uScale;
            newTexture.vScale = this.vScale;
            newTexture.uAng = this.uAng;
            newTexture.vAng = this.vAng;
            newTexture.wAng = this.wAng;
            return newTexture;
        };
        // Statics
        Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError) {
            if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
            if (onLoad === void 0) { onLoad = null; }
            if (onError === void 0) { onError = null; }
            return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data);
        };
        // Constants
        Texture.NEAREST_SAMPLINGMODE = 1;
        Texture.BILINEAR_SAMPLINGMODE = 2;
        Texture.TRILINEAR_SAMPLINGMODE = 3;
        Texture.EXPLICIT_MODE = 0;
        Texture.SPHERICAL_MODE = 1;
        Texture.PLANAR_MODE = 2;
        Texture.CUBIC_MODE = 3;
        Texture.PROJECTION_MODE = 4;
        Texture.SKYBOX_MODE = 5;
        Texture.CLAMP_ADDRESSMODE = 0;
        Texture.WRAP_ADDRESSMODE = 1;
        Texture.MIRROR_ADDRESSMODE = 2;
        return Texture;
    })(BABYLON.BaseTexture);
    BABYLON.Texture = Texture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.texture.js.map
var BABYLON;
(function (BABYLON) {
    var CubeTexture = (function (_super) {
        __extends(CubeTexture, _super);
        function CubeTexture(rootUrl, scene, extensions, noMipmap) {
            _super.call(this, scene);
            this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
            this.name = rootUrl;
            this.url = rootUrl;
            this._noMipmap = noMipmap;
            this.hasAlpha = false;
            this._texture = this._getFromCache(rootUrl, noMipmap);
            if (!extensions) {
                extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
            }
            this._extensions = extensions;
            if (!this._texture) {
                if (!scene.useDelayedTextureLoading) {
                    this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, extensions, noMipmap);
                }
                else {
                    this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
                }
            }
            this.isCube = true;
            this._textureMatrix = BABYLON.Matrix.Identity();
        }
        CubeTexture.prototype.clone = function () {
            var newTexture = new CubeTexture(this.url, this.getScene(), this._extensions, this._noMipmap);
            // Base texture
            newTexture.level = this.level;
            newTexture.wrapU = this.wrapU;
            newTexture.wrapV = this.wrapV;
            newTexture.coordinatesIndex = this.coordinatesIndex;
            newTexture.coordinatesMode = this.coordinatesMode;
            return newTexture;
        };
        // Methods
        CubeTexture.prototype.delayLoad = function () {
            if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
                return;
            }
            this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
            this._texture = this._getFromCache(this.url, this._noMipmap);
            if (!this._texture) {
                this._texture = this.getScene().getEngine().createCubeTexture(this.url, this.getScene(), this._extensions);
            }
        };
        CubeTexture.prototype.getReflectionTextureMatrix = function () {
            return this._textureMatrix;
        };
        return CubeTexture;
    })(BABYLON.BaseTexture);
    BABYLON.CubeTexture = CubeTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.cubeTexture.js.map
var BABYLON;
(function (BABYLON) {
    var RenderTargetTexture = (function (_super) {
        __extends(RenderTargetTexture, _super);
        function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type) {
            if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
            if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
            _super.call(this, null, scene, !generateMipMaps);
            this.renderList = new Array();
            this.renderParticles = true;
            this.renderSprites = false;
            this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
            this._currentRefreshId = -1;
            this._refreshRate = 1;
            this.name = name;
            this.isRenderTarget = true;
            this._size = size;
            this._generateMipMaps = generateMipMaps;
            this._doNotChangeAspectRatio = doNotChangeAspectRatio;
            this._texture = scene.getEngine().createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, type: type });
            // Rendering groups
            this._renderingManager = new BABYLON.RenderingManager(scene);
        }
        RenderTargetTexture.prototype.resetRefreshCounter = function () {
            this._currentRefreshId = -1;
        };
        Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
            get: function () {
                return this._refreshRate;
            },
            // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
            set: function (value) {
                this._refreshRate = value;
                this.resetRefreshCounter();
            },
            enumerable: true,
            configurable: true
        });
        RenderTargetTexture.prototype._shouldRender = function () {
            if (this._currentRefreshId === -1) {
                this._currentRefreshId = 1;
                return true;
            }
            if (this.refreshRate === this._currentRefreshId) {
                this._currentRefreshId = 1;
                return true;
            }
            this._currentRefreshId++;
            return false;
        };
        RenderTargetTexture.prototype.isReady = function () {
            if (!this.getScene().renderTargetsEnabled) {
                return false;
            }
            return _super.prototype.isReady.call(this);
        };
        RenderTargetTexture.prototype.getRenderSize = function () {
            return this._size;
        };
        Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
            get: function () {
                return true;
            },
            enumerable: true,
            configurable: true
        });
        RenderTargetTexture.prototype.scale = function (ratio) {
            var newSize = this._size * ratio;
            this.resize(newSize, this._generateMipMaps);
        };
        RenderTargetTexture.prototype.resize = function (size, generateMipMaps) {
            this.releaseInternalTexture();
            this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
        };
        RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
            var scene = this.getScene();
            var engine = scene.getEngine();
            if (this._waitingRenderList) {
                this.renderList = [];
                for (var index = 0; index < this._waitingRenderList.length; index++) {
                    var id = this._waitingRenderList[index];
                    this.renderList.push(scene.getMeshByID(id));
                }
                delete this._waitingRenderList;
            }
            if (this.renderList && this.renderList.length === 0) {
                return;
            }
            // Bind
            if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
                engine.bindFramebuffer(this._texture);
            }
            this._renderingManager.reset();
            var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
            for (var meshIndex = 0; meshIndex < currentRenderList.length; meshIndex++) {
                var mesh = currentRenderList[meshIndex];
                if (mesh) {
                    if (!mesh.isReady()) {
                        // Reset _currentRefreshId
                        this.resetRefreshCounter();
                        continue;
                    }
                    if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) !== 0)) {
                        mesh._activate(scene.getRenderId());
                        for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
                            var subMesh = mesh.subMeshes[subIndex];
                            scene._activeVertices += subMesh.indexCount;
                            this._renderingManager.dispatch(subMesh);
                        }
                    }
                }
            }
            if (this.onBeforeRender) {
                this.onBeforeRender();
            }
            // Clear
            if (this.onClear) {
                this.onClear(engine);
            }
            else {
                engine.clear(scene.clearColor, true, true);
            }
            if (!this._doNotChangeAspectRatio) {
                scene.updateTransformMatrix(true);
            }
            // Render
            this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
            if (useCameraPostProcess) {
                scene.postProcessManager._finalizeFrame(false, this._texture);
            }
            if (!this._doNotChangeAspectRatio) {
                scene.updateTransformMatrix(true);
            }
            if (this.onAfterRender) {
                this.onAfterRender();
            }
            // Dump ?
            if (dumpForDebug) {
                BABYLON.Tools.DumpFramebuffer(this._size, this._size, engine);
            }
            // Unbind
            engine.unBindFramebuffer(this._texture);
            if (this.onAfterUnbind) {
                this.onAfterUnbind();
            }
        };
        RenderTargetTexture.prototype.clone = function () {
            var textureSize = this.getSize();
            var newTexture = new RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
            // Base texture
            newTexture.hasAlpha = this.hasAlpha;
            newTexture.level = this.level;
            // RenderTarget Texture
            newTexture.coordinatesMode = this.coordinatesMode;
            newTexture.renderList = this.renderList.slice(0);
            return newTexture;
        };
        return RenderTargetTexture;
    })(BABYLON.Texture);
    BABYLON.RenderTargetTexture = RenderTargetTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.renderTargetTexture.js.map
var BABYLON;
(function (BABYLON) {
    var ProceduralTexture = (function (_super) {
        __extends(ProceduralTexture, _super);
        function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps) {
            if (generateMipMaps === void 0) { generateMipMaps = true; }
            _super.call(this, null, scene, !generateMipMaps);
            this._currentRefreshId = -1;
            this._refreshRate = 1;
            this._vertexDeclaration = [2];
            this._vertexStrideSize = 2 * 4;
            this._uniforms = new Array();
            this._samplers = new Array();
            this._textures = new Array();
            this._floats = new Array();
            this._floatsArrays = {};
            this._colors3 = new Array();
            this._colors4 = new Array();
            this._vectors2 = new Array();
            this._vectors3 = new Array();
            this._matrices = new Array();
            this._fallbackTextureUsed = false;
            scene._proceduralTextures.push(this);
            this.name = name;
            this.isRenderTarget = true;
            this._size = size;
            this._generateMipMaps = generateMipMaps;
            this.setFragment(fragment);
            this._fallbackTexture = fallbackTexture;
            this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
            // VBO
            var vertices = [];
            vertices.push(1, 1);
            vertices.push(-1, 1);
            vertices.push(-1, -1);
            vertices.push(1, -1);
            this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
            // Indices
            var indices = [];
            indices.push(0);
            indices.push(1);
            indices.push(2);
            indices.push(0);
            indices.push(2);
            indices.push(3);
            this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
        }
        ProceduralTexture.prototype.reset = function () {
            if (this._effect === undefined) {
                return;
            }
            var engine = this.getScene().getEngine();
            engine._releaseEffect(this._effect);
        };
        ProceduralTexture.prototype.isReady = function () {
            var _this = this;
            var engine = this.getScene().getEngine();
            var shaders;
            if (!this._fragment) {
                return false;
            }
            if (this._fallbackTextureUsed) {
                return true;
            }
            if (this._fragment.fragmentElement !== undefined) {
                shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
            }
            else {
                shaders = { vertex: "procedural", fragment: this._fragment };
            }
            this._effect = engine.createEffect(shaders, ["position"], this._uniforms, this._samplers, "", null, null, function () {
                _this.releaseInternalTexture();
                if (_this._fallbackTexture) {
                    _this._texture = _this._fallbackTexture._texture;
                    _this._texture.references++;
                }
                _this._fallbackTextureUsed = true;
            });
            return this._effect.isReady();
        };
        ProceduralTexture.prototype.resetRefreshCounter = function () {
            this._currentRefreshId = -1;
        };
        ProceduralTexture.prototype.setFragment = function (fragment) {
            this._fragment = fragment;
        };
        Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
            get: function () {
                return this._refreshRate;
            },
            // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
            set: function (value) {
                this._refreshRate = value;
                this.resetRefreshCounter();
            },
            enumerable: true,
            configurable: true
        });
        ProceduralTexture.prototype._shouldRender = function () {
            if (!this.isReady() || !this._texture) {
                return false;
            }
            if (this._fallbackTextureUsed) {
                return false;
            }
            if (this._currentRefreshId === -1) {
                this._currentRefreshId = 1;
                return true;
            }
            if (this.refreshRate === this._currentRefreshId) {
                this._currentRefreshId = 1;
                return true;
            }
            this._currentRefreshId++;
            return false;
        };
        ProceduralTexture.prototype.getRenderSize = function () {
            return this._size;
        };
        ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
            if (this._fallbackTextureUsed) {
                return;
            }
            this.releaseInternalTexture();
            this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
        };
        ProceduralTexture.prototype._checkUniform = function (uniformName) {
            if (this._uniforms.indexOf(uniformName) === -1) {
                this._uniforms.push(uniformName);
            }
        };
        ProceduralTexture.prototype.setTexture = function (name, texture) {
            if (this._samplers.indexOf(name) === -1) {
                this._samplers.push(name);
            }
            this._textures[name] = texture;
            return this;
        };
        ProceduralTexture.prototype.setFloat = function (name, value) {
            this._checkUniform(name);
            this._floats[name] = value;
            return this;
        };
        ProceduralTexture.prototype.setFloats = function (name, value) {
            this._checkUniform(name);
            this._floatsArrays[name] = value;
            return this;
        };
        ProceduralTexture.prototype.setColor3 = function (name, value) {
            this._checkUniform(name);
            this._colors3[name] = value;
            return this;
        };
        ProceduralTexture.prototype.setColor4 = function (name, value) {
            this._checkUniform(name);
            this._colors4[name] = value;
            return this;
        };
        ProceduralTexture.prototype.setVector2 = function (name, value) {
            this._checkUniform(name);
            this._vectors2[name] = value;
            return this;
        };
        ProceduralTexture.prototype.setVector3 = function (name, value) {
            this._checkUniform(name);
            this._vectors3[name] = value;
            return this;
        };
        ProceduralTexture.prototype.setMatrix = function (name, value) {
            this._checkUniform(name);
            this._matrices[name] = value;
            return this;
        };
        ProceduralTexture.prototype.render = function (useCameraPostProcess) {
            var scene = this.getScene();
            var engine = scene.getEngine();
            engine.bindFramebuffer(this._texture);
            // Clear
            engine.clear(scene.clearColor, true, true);
            // Render
            engine.enableEffect(this._effect);
            engine.setState(false);
            for (var name in this._textures) {
                this._effect.setTexture(name, this._textures[name]);
            }
            for (name in this._floats) {
                this._effect.setFloat(name, this._floats[name]);
            }
            for (name in this._floatsArrays) {
                this._effect.setArray(name, this._floatsArrays[name]);
            }
            for (name in this._colors3) {
                this._effect.setColor3(name, this._colors3[name]);
            }
            for (name in this._colors4) {
                var color = this._colors4[name];
                this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
            }
            for (name in this._vectors2) {
                this._effect.setVector2(name, this._vectors2[name]);
            }
            for (name in this._vectors3) {
                this._effect.setVector3(name, this._vectors3[name]);
            }
            for (name in this._matrices) {
                this._effect.setMatrix(name, this._matrices[name]);
            }
            // VBOs
            engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
            // Draw order
            engine.draw(true, 0, 6);
            // Unbind
            engine.unBindFramebuffer(this._texture);
        };
        ProceduralTexture.prototype.clone = function () {
            var textureSize = this.getSize();
            var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
            // Base texture
            newTexture.hasAlpha = this.hasAlpha;
            newTexture.level = this.level;
            // RenderTarget Texture
            newTexture.coordinatesMode = this.coordinatesMode;
            return newTexture;
        };
        ProceduralTexture.prototype.dispose = function () {
            var index = this.getScene()._proceduralTextures.indexOf(this);
            if (index >= 0) {
                this.getScene()._proceduralTextures.splice(index, 1);
            }
            _super.prototype.dispose.call(this);
        };
        return ProceduralTexture;
    })(BABYLON.Texture);
    BABYLON.ProceduralTexture = ProceduralTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.proceduralTexture.js.map
var BABYLON;
(function (BABYLON) {
    var WoodProceduralTexture = (function (_super) {
        __extends(WoodProceduralTexture, _super);
        function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
            _super.call(this, name, size, "wood", scene, fallbackTexture, generateMipMaps);
            this._ampScale = 100.0;
            this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
            this.updateShaderUniforms();
            this.refreshRate = 0;
        }
        WoodProceduralTexture.prototype.updateShaderUniforms = function () {
            this.setFloat("ampScale", this._ampScale);
            this.setColor3("woodColor", this._woodColor);
        };
        Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
            get: function () {
                return this._ampScale;
            },
            set: function (value) {
                this._ampScale = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
            get: function () {
                return this._woodColor;
            },
            set: function (value) {
                this._woodColor = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        return WoodProceduralTexture;
    })(BABYLON.ProceduralTexture);
    BABYLON.WoodProceduralTexture = WoodProceduralTexture;
    var FireProceduralTexture = (function (_super) {
        __extends(FireProceduralTexture, _super);
        function FireProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
            _super.call(this, name, size, "fire", scene, fallbackTexture, generateMipMaps);
            this._time = 0.0;
            this._speed = new BABYLON.Vector2(0.5, 0.3);
            this._shift = 1.6;
            this._autoGenerateTime = true;
            this._alphaThreshold = 0.5;
            this._fireColors = FireProceduralTexture.RedFireColors;
            this.updateShaderUniforms();
            this.refreshRate = 1;
        }
        FireProceduralTexture.prototype.updateShaderUniforms = function () {
            this.setFloat("time", this._time);
            this.setVector2("speed", this._speed);
            this.setFloat("shift", this._shift);
            this.setColor3("c1", this._fireColors[0]);
            this.setColor3("c2", this._fireColors[1]);
            this.setColor3("c3", this._fireColors[2]);
            this.setColor3("c4", this._fireColors[3]);
            this.setColor3("c5", this._fireColors[4]);
            this.setColor3("c6", this._fireColors[5]);
            this.setFloat("alphaThreshold", this._alphaThreshold);
        };
        FireProceduralTexture.prototype.render = function (useCameraPostProcess) {
            if (this._autoGenerateTime) {
                this._time += this.getScene().getAnimationRatio() * 0.03;
                this.updateShaderUniforms();
            }
            _super.prototype.render.call(this, useCameraPostProcess);
        };
        Object.defineProperty(FireProceduralTexture, "PurpleFireColors", {
            get: function () {
                return [
                    new BABYLON.Color3(0.5, 0.0, 1.0),
                    new BABYLON.Color3(0.9, 0.0, 1.0),
                    new BABYLON.Color3(0.2, 0.0, 1.0),
                    new BABYLON.Color3(1.0, 0.9, 1.0),
                    new BABYLON.Color3(0.1, 0.1, 1.0),
                    new BABYLON.Color3(0.9, 0.9, 1.0)
                ];
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(FireProceduralTexture, "GreenFireColors", {
            get: function () {
                return [
                    new BABYLON.Color3(0.5, 1.0, 0.0),
                    new BABYLON.Color3(0.5, 1.0, 0.0),
                    new BABYLON.Color3(0.3, 0.4, 0.0),
                    new BABYLON.Color3(0.5, 1.0, 0.0),
                    new BABYLON.Color3(0.2, 0.0, 0.0),
                    new BABYLON.Color3(0.5, 1.0, 0.0)
                ];
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(FireProceduralTexture, "RedFireColors", {
            get: function () {
                return [
                    new BABYLON.Color3(0.5, 0.0, 0.1),
                    new BABYLON.Color3(0.9, 0.0, 0.0),
                    new BABYLON.Color3(0.2, 0.0, 0.0),
                    new BABYLON.Color3(1.0, 0.9, 0.0),
                    new BABYLON.Color3(0.1, 0.1, 0.1),
                    new BABYLON.Color3(0.9, 0.9, 0.9)
                ];
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(FireProceduralTexture, "BlueFireColors", {
            get: function () {
                return [
                    new BABYLON.Color3(0.1, 0.0, 0.5),
                    new BABYLON.Color3(0.0, 0.0, 0.5),
                    new BABYLON.Color3(0.1, 0.0, 0.2),
                    new BABYLON.Color3(0.0, 0.0, 1.0),
                    new BABYLON.Color3(0.1, 0.2, 0.3),
                    new BABYLON.Color3(0.0, 0.2, 0.9)
                ];
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(FireProceduralTexture.prototype, "fireColors", {
            get: function () {
                return this._fireColors;
            },
            set: function (value) {
                this._fireColors = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(FireProceduralTexture.prototype, "time", {
            get: function () {
                return this._time;
            },
            set: function (value) {
                this._time = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(FireProceduralTexture.prototype, "speed", {
            get: function () {
                return this._speed;
            },
            set: function (value) {
                this._speed = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(FireProceduralTexture.prototype, "shift", {
            get: function () {
                return this._shift;
            },
            set: function (value) {
                this._shift = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(FireProceduralTexture.prototype, "alphaThreshold", {
            get: function () {
                return this._alphaThreshold;
            },
            set: function (value) {
                this._alphaThreshold = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        return FireProceduralTexture;
    })(BABYLON.ProceduralTexture);
    BABYLON.FireProceduralTexture = FireProceduralTexture;
    var CloudProceduralTexture = (function (_super) {
        __extends(CloudProceduralTexture, _super);
        function CloudProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
            _super.call(this, name, size, "cloud", scene, fallbackTexture, generateMipMaps);
            this._skyColor = new BABYLON.Color3(0.15, 0.68, 1.0);
            this._cloudColor = new BABYLON.Color3(1, 1, 1);
            this.updateShaderUniforms();
            this.refreshRate = 0;
        }
        CloudProceduralTexture.prototype.updateShaderUniforms = function () {
            this.setColor3("skyColor", this._skyColor);
            this.setColor3("cloudColor", this._cloudColor);
        };
        Object.defineProperty(CloudProceduralTexture.prototype, "skyColor", {
            get: function () {
                return this._skyColor;
            },
            set: function (value) {
                this._skyColor = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(CloudProceduralTexture.prototype, "cloudColor", {
            get: function () {
                return this._cloudColor;
            },
            set: function (value) {
                this._cloudColor = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        return CloudProceduralTexture;
    })(BABYLON.ProceduralTexture);
    BABYLON.CloudProceduralTexture = CloudProceduralTexture;
    var GrassProceduralTexture = (function (_super) {
        __extends(GrassProceduralTexture, _super);
        function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
            _super.call(this, name, size, "grass", scene, fallbackTexture, generateMipMaps);
            this._herb1 = new BABYLON.Color3(0.29, 0.38, 0.02);
            this._herb2 = new BABYLON.Color3(0.36, 0.49, 0.09);
            this._herb3 = new BABYLON.Color3(0.51, 0.6, 0.28);
            this._groundColor = new BABYLON.Color3(1, 1, 1);
            this._grassColors = [
                new BABYLON.Color3(0.29, 0.38, 0.02),
                new BABYLON.Color3(0.36, 0.49, 0.09),
                new BABYLON.Color3(0.51, 0.6, 0.28)
            ];
            this.updateShaderUniforms();
            this.refreshRate = 0;
        }
        GrassProceduralTexture.prototype.updateShaderUniforms = function () {
            this.setColor3("herb1Color", this._grassColors[0]);
            this.setColor3("herb2Color", this._grassColors[1]);
            this.setColor3("herb3Color", this._grassColors[2]);
            this.setColor3("groundColor", this._groundColor);
        };
        Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", {
            get: function () {
                return this._grassColors;
            },
            set: function (value) {
                this._grassColors = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", {
            get: function () {
                return this._groundColor;
            },
            set: function (value) {
                this.groundColor = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        return GrassProceduralTexture;
    })(BABYLON.ProceduralTexture);
    BABYLON.GrassProceduralTexture = GrassProceduralTexture;
    var RoadProceduralTexture = (function (_super) {
        __extends(RoadProceduralTexture, _super);
        function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
            _super.call(this, name, size, "road", scene, fallbackTexture, generateMipMaps);
            this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
            this.updateShaderUniforms();
            this.refreshRate = 0;
        }
        RoadProceduralTexture.prototype.updateShaderUniforms = function () {
            this.setColor3("roadColor", this._roadColor);
        };
        Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
            get: function () {
                return this._roadColor;
            },
            set: function (value) {
                this._roadColor = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        return RoadProceduralTexture;
    })(BABYLON.ProceduralTexture);
    BABYLON.RoadProceduralTexture = RoadProceduralTexture;
    var BrickProceduralTexture = (function (_super) {
        __extends(BrickProceduralTexture, _super);
        function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
            _super.call(this, name, size, "brick", scene, fallbackTexture, generateMipMaps);
            this._numberOfBricksHeight = 15;
            this._numberOfBricksWidth = 5;
            this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
            this._brickColor = new BABYLON.Color3(0.77, 0.47, 0.40);
            this.updateShaderUniforms();
            this.refreshRate = 0;
        }
        BrickProceduralTexture.prototype.updateShaderUniforms = function () {
            this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
            this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
            this.setColor3("brickColor", this._brickColor);
            this.setColor3("jointColor", this._jointColor);
        };
        Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
            get: function () {
                return this._numberOfBricksHeight;
            },
            set: function (value) {
                this._numberOfBricksHeight = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
            get: function () {
                return this._numberOfBricksWidth;
            },
            set: function (value) {
                this._numberOfBricksHeight = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
            get: function () {
                return this._jointColor;
            },
            set: function (value) {
                this._jointColor = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
            get: function () {
                return this._brickColor;
            },
            set: function (value) {
                this._brickColor = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        return BrickProceduralTexture;
    })(BABYLON.ProceduralTexture);
    BABYLON.BrickProceduralTexture = BrickProceduralTexture;
    var MarbleProceduralTexture = (function (_super) {
        __extends(MarbleProceduralTexture, _super);
        function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
            _super.call(this, name, size, "marble", scene, fallbackTexture, generateMipMaps);
            this._numberOfTilesHeight = 3;
            this._numberOfTilesWidth = 3;
            this._amplitude = 9.0;
            this._marbleColor = new BABYLON.Color3(0.77, 0.47, 0.40);
            this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
            this.updateShaderUniforms();
            this.refreshRate = 0;
        }
        MarbleProceduralTexture.prototype.updateShaderUniforms = function () {
            this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
            this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
            this.setFloat("amplitude", this._amplitude);
            this.setColor3("marbleColor", this._marbleColor);
            this.setColor3("jointColor", this._jointColor);
        };
        Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
            get: function () {
                return this._numberOfTilesHeight;
            },
            set: function (value) {
                this._numberOfTilesHeight = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesWidth", {
            get: function () {
                return this._numberOfTilesWidth;
            },
            set: function (value) {
                this._numberOfTilesWidth = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(MarbleProceduralTexture.prototype, "jointColor", {
            get: function () {
                return this._jointColor;
            },
            set: function (value) {
                this._jointColor = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(MarbleProceduralTexture.prototype, "marbleColor", {
            get: function () {
                return this._marbleColor;
            },
            set: function (value) {
                this._marbleColor = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        return MarbleProceduralTexture;
    })(BABYLON.ProceduralTexture);
    BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.standardProceduralTexture.js.map
var BABYLON;
(function (BABYLON) {
    var CustomProceduralTexture = (function (_super) {
        __extends(CustomProceduralTexture, _super);
        function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
            _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps);
            this._animate = true;
            this._time = 0;
            this._texturePath = texturePath;
            //Try to load json
            this.loadJson(texturePath);
            this.refreshRate = 1;
        }
        CustomProceduralTexture.prototype.loadJson = function (jsonUrl) {
            var _this = this;
            var that = this;
            function noConfigFile() {
                BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
                try {
                    that.setFragment(that._texturePath);
                }
                catch (ex) {
                    BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
                }
            }
            var configFileUrl = jsonUrl + "/config.json";
            var xhr = new XMLHttpRequest();
            xhr.open("GET", configFileUrl, true);
            xhr.addEventListener("load", function () {
                if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
                    try {
                        _this._config = JSON.parse(xhr.response);
                        _this.updateShaderUniforms();
                        _this.updateTextures();
                        _this.setFragment(_this._texturePath + "/custom");
                        _this._animate = _this._config.animate;
                        _this.refreshRate = _this._config.refreshrate;
                    }
                    catch (ex) {
                        noConfigFile();
                    }
                }
                else {
                    noConfigFile();
                }
            }, false);
            xhr.addEventListener("error", function () {
                noConfigFile();
            }, false);
            try {
                xhr.send();
            }
            catch (ex) {
                BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
            }
        };
        CustomProceduralTexture.prototype.isReady = function () {
            if (!_super.prototype.isReady.call(this)) {
                return false;
            }
            for (var name in this._textures) {
                var texture = this._textures[name];
                if (!texture.isReady()) {
                    return false;
                }
            }
            return true;
        };
        CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
            if (this._animate) {
                this._time += this.getScene().getAnimationRatio() * 0.03;
                this.updateShaderUniforms();
            }
            _super.prototype.render.call(this, useCameraPostProcess);
        };
        CustomProceduralTexture.prototype.updateTextures = function () {
            for (var i = 0; i < this._config.sampler2Ds.length; i++) {
                this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
            }
        };
        CustomProceduralTexture.prototype.updateShaderUniforms = function () {
            if (this._config) {
                for (var j = 0; j < this._config.uniforms.length; j++) {
                    var uniform = this._config.uniforms[j];
                    switch (uniform.type) {
                        case "float":
                            this.setFloat(uniform.name, uniform.value);
                            break;
                        case "color3":
                            this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
                            break;
                        case "color4":
                            this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
                            break;
                        case "vector2":
                            this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
                            break;
                        case "vector3":
                            this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
                            break;
                    }
                }
            }
            this.setFloat("time", this._time);
        };
        Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
            get: function () {
                return this._animate;
            },
            set: function (value) {
                this._animate = value;
            },
            enumerable: true,
            configurable: true
        });
        return CustomProceduralTexture;
    })(BABYLON.ProceduralTexture);
    BABYLON.CustomProceduralTexture = CustomProceduralTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.customProceduralTexture.js.map
var BABYLON;
(function (BABYLON) {
    var MirrorTexture = (function (_super) {
        __extends(MirrorTexture, _super);
        function MirrorTexture(name, size, scene, generateMipMaps) {
            var _this = this;
            _super.call(this, name, size, scene, generateMipMaps, true);
            this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
            this._transformMatrix = BABYLON.Matrix.Zero();
            this._mirrorMatrix = BABYLON.Matrix.Zero();
            this.onBeforeRender = function () {
                BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
                _this._savedViewMatrix = scene.getViewMatrix();
                _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
                scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
                scene.clipPlane = _this.mirrorPlane;
                scene.getEngine().cullBackFaces = false;
            };
            this.onAfterRender = function () {
                scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
                scene.getEngine().cullBackFaces = true;
                delete scene.clipPlane;
            };
        }
        MirrorTexture.prototype.clone = function () {
            var textureSize = this.getSize();
            var newTexture = new BABYLON.MirrorTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
            // Base texture
            newTexture.hasAlpha = this.hasAlpha;
            newTexture.level = this.level;
            // Mirror Texture
            newTexture.mirrorPlane = this.mirrorPlane.clone();
            newTexture.renderList = this.renderList.slice(0);
            return newTexture;
        };
        return MirrorTexture;
    })(BABYLON.RenderTargetTexture);
    BABYLON.MirrorTexture = MirrorTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.mirrorTexture.js.map
var BABYLON;
(function (BABYLON) {
    var DynamicTexture = (function (_super) {
        __extends(DynamicTexture, _super);
        function DynamicTexture(name, options, scene, generateMipMaps, samplingMode) {
            if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
            _super.call(this, null, scene, !generateMipMaps);
            this.name = name;
            this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
            this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
            this._generateMipMaps = generateMipMaps;
            if (options.getContext) {
                this._canvas = options;
                this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
            }
            else {
                this._canvas = document.createElement("canvas");
                if (options.width) {
                    this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
                }
                else {
                    this._texture = scene.getEngine().createDynamicTexture(options, options, generateMipMaps, samplingMode);
                }
            }
            var textureSize = this.getSize();
            this._canvas.width = textureSize.width;
            this._canvas.height = textureSize.height;
            this._context = this._canvas.getContext("2d");
        }
        Object.defineProperty(DynamicTexture.prototype, "canRescale", {
            get: function () {
                return true;
            },
            enumerable: true,
            configurable: true
        });
        DynamicTexture.prototype.scale = function (ratio) {
            var textureSize = this.getSize();
            textureSize.width *= ratio;
            textureSize.height *= ratio;
            this._canvas.width = textureSize.width;
            this._canvas.height = textureSize.height;
            this.releaseInternalTexture();
            this._texture = this.getScene().getEngine().createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
        };
        DynamicTexture.prototype.getContext = function () {
            return this._context;
        };
        DynamicTexture.prototype.clear = function () {
            var size = this.getSize();
            this._context.fillRect(0, 0, size.width, size.height);
        };
        DynamicTexture.prototype.update = function (invertY) {
            this.getScene().getEngine().updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY);
        };
        DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
            if (update === void 0) { update = true; }
            var size = this.getSize();
            if (clearColor) {
                this._context.fillStyle = clearColor;
                this._context.fillRect(0, 0, size.width, size.height);
            }
            this._context.font = font;
            if (x === null) {
                var textSize = this._context.measureText(text);
                x = (size.width - textSize.width) / 2;
            }
            this._context.fillStyle = color;
            this._context.fillText(text, x, y);
            if (update) {
                this.update(invertY);
            }
        };
        DynamicTexture.prototype.clone = function () {
            var textureSize = this.getSize();
            var newTexture = new DynamicTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
            // Base texture
            newTexture.hasAlpha = this.hasAlpha;
            newTexture.level = this.level;
            // Dynamic Texture
            newTexture.wrapU = this.wrapU;
            newTexture.wrapV = this.wrapV;
            return newTexture;
        };
        return DynamicTexture;
    })(BABYLON.Texture);
    BABYLON.DynamicTexture = DynamicTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.dynamicTexture.js.map
var BABYLON;
(function (BABYLON) {
    var VideoTexture = (function (_super) {
        __extends(VideoTexture, _super);
        function VideoTexture(name, urls, size, scene, generateMipMaps, invertY, samplingMode) {
            var _this = this;
            if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
            _super.call(this, null, scene, !generateMipMaps, invertY);
            this._autoLaunch = true;
            this.name = name;
            this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
            this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
            var requiredWidth = size.width || size;
            var requiredHeight = size.height || size;
            this._texture = scene.getEngine().createDynamicTexture(requiredWidth, requiredHeight, generateMipMaps, samplingMode);
            var textureSize = this.getSize();
            this.video = document.createElement("video");
            this.video.width = textureSize.width;
            this.video.height = textureSize.height;
            this.video.autoplay = false;
            this.video.loop = true;
            this.video.addEventListener("canplaythrough", function () {
                if (_this._texture) {
                    _this._texture.isReady = true;
                }
            });
            urls.forEach(function (url) {
                //Backwards-compatibility for typescript 1. from 1.3 it should say "SOURCE". see here - https://github.com/Microsoft/TypeScript/issues/1850
                var source = document.createElement("source");
                source.src = url;
                _this.video.appendChild(source);
            });
            this._lastUpdate = BABYLON.Tools.Now;
        }
        VideoTexture.prototype.update = function () {
            if (this._autoLaunch) {
                this._autoLaunch = false;
                this.video.play();
            }
            var now = BABYLON.Tools.Now;
            if (now - this._lastUpdate < 15) {
                return false;
            }
            this._lastUpdate = now;
            this.getScene().getEngine().updateVideoTexture(this._texture, this.video, this._invertY);
            return true;
        };
        return VideoTexture;
    })(BABYLON.Texture);
    BABYLON.VideoTexture = VideoTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.videoTexture.js.mapvar BABYLON;
(function (BABYLON) {
    var EffectFallbacks = (function () {
        function EffectFallbacks() {
            this._defines = {};
            this._currentRank = 32;
            this._maxRank = -1;
        }
        EffectFallbacks.prototype.addFallback = function (rank, define) {
            if (!this._defines[rank]) {
                if (rank < this._currentRank) {
                    this._currentRank = rank;
                }
                if (rank > this._maxRank) {
                    this._maxRank = rank;
                }
                this._defines[rank] = new Array();
            }
            this._defines[rank].push(define);
        };
        Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
            get: function () {
                return this._currentRank <= this._maxRank;
            },
            enumerable: true,
            configurable: true
        });
        EffectFallbacks.prototype.reduce = function (currentDefines) {
            var currentFallbacks = this._defines[this._currentRank];
            for (var index = 0; index < currentFallbacks.length; index++) {
                currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
            }
            this._currentRank++;
            return currentDefines;
        };
        return EffectFallbacks;
    })();
    BABYLON.EffectFallbacks = EffectFallbacks;
    var Effect = (function () {
        function Effect(baseName, attributesNames, uniformsNames, samplers, engine, defines, fallbacks, onCompiled, onError) {
            var _this = this;
            this._isReady = false;
            this._compilationError = "";
            this._valueCache = [];
            this._engine = engine;
            this.name = baseName;
            this.defines = defines;
            this._uniformsNames = uniformsNames.concat(samplers);
            this._samplers = samplers;
            this._attributesNames = attributesNames;
            this.onError = onError;
            this.onCompiled = onCompiled;
            var vertexSource;
            var fragmentSource;
            if (baseName.vertexElement) {
                vertexSource = document.getElementById(baseName.vertexElement);
                if (!vertexSource) {
                    vertexSource = baseName.vertexElement;
                }
            }
            else {
                vertexSource = baseName.vertex || baseName;
            }
            if (baseName.fragmentElement) {
                fragmentSource = document.getElementById(baseName.fragmentElement);
                if (!fragmentSource) {
                    fragmentSource = baseName.fragmentElement;
                }
            }
            else {
                fragmentSource = baseName.fragment || baseName;
            }
            this._loadVertexShader(vertexSource, function (vertexCode) {
                _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
                    _this._prepareEffect(vertexCode, fragmentCode, attributesNames, defines, fallbacks);
                });
            });
        }
        // Properties
        Effect.prototype.isReady = function () {
            return this._isReady;
        };
        Effect.prototype.getProgram = function () {
            return this._program;
        };
        Effect.prototype.getAttributesNames = function () {
            return this._attributesNames;
        };
        Effect.prototype.getAttributeLocation = function (index) {
            return this._attributes[index];
        };
        Effect.prototype.getAttributeLocationByName = function (name) {
            var index = this._attributesNames.indexOf(name);
            return this._attributes[index];
        };
        Effect.prototype.getAttributesCount = function () {
            return this._attributes.length;
        };
        Effect.prototype.getUniformIndex = function (uniformName) {
            return this._uniformsNames.indexOf(uniformName);
        };
        Effect.prototype.getUniform = function (uniformName) {
            return this._uniforms[this._uniformsNames.indexOf(uniformName)];
        };
        Effect.prototype.getSamplers = function () {
            return this._samplers;
        };
        Effect.prototype.getCompilationError = function () {
            return this._compilationError;
        };
        // Methods
        Effect.prototype._loadVertexShader = function (vertex, callback) {
            // DOM element ?
            if (vertex instanceof HTMLElement) {
                var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
                callback(vertexCode);
                return;
            }
            // Is in local store ?
            if (Effect.ShadersStore[vertex + "VertexShader"]) {
                callback(Effect.ShadersStore[vertex + "VertexShader"]);
                return;
            }
            var vertexShaderUrl;
            if (vertex[0] === ".") {
                vertexShaderUrl = vertex;
            }
            else {
                vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
            }
            // Vertex shader
            BABYLON.Tools.LoadFile(vertexShaderUrl + ".vertex.fx", callback);
        };
        Effect.prototype._loadFragmentShader = function (fragment, callback) {
            // DOM element ?
            if (fragment instanceof HTMLElement) {
                var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
                callback(fragmentCode);
                return;
            }
            // Is in local store ?
            if (Effect.ShadersStore[fragment + "PixelShader"]) {
                callback(Effect.ShadersStore[fragment + "PixelShader"]);
                return;
            }
            if (Effect.ShadersStore[fragment + "FragmentShader"]) {
                callback(Effect.ShadersStore[fragment + "FragmentShader"]);
                return;
            }
            var fragmentShaderUrl;
            if (fragment[0] === ".") {
                fragmentShaderUrl = fragment;
            }
            else {
                fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
            }
            // Fragment shader
            BABYLON.Tools.LoadFile(fragmentShaderUrl + ".fragment.fx", callback);
        };
        Effect.prototype._prepareEffect = function (vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks) {
            try {
                var engine = this._engine;
                this._program = engine.createShaderProgram(vertexSourceCode, fragmentSourceCode, defines);
                this._uniforms = engine.getUniforms(this._program, this._uniformsNames);
                this._attributes = engine.getAttributes(this._program, attributesNames);
                for (var index = 0; index < this._samplers.length; index++) {
                    var sampler = this.getUniform(this._samplers[index]);
                    if (sampler == null) {
                        this._samplers.splice(index, 1);
                        index--;
                    }
                }
                engine.bindSamplers(this);
                this._isReady = true;
                if (this.onCompiled) {
                    this.onCompiled(this);
                }
            }
            catch (e) {
                // Is it a problem with precision?
                if (e.message.indexOf("highp") !== -1) {
                    vertexSourceCode = vertexSourceCode.replace("precision highp float", "precision mediump float");
                    fragmentSourceCode = fragmentSourceCode.replace("precision highp float", "precision mediump float");
                    this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks);
                    return;
                }
                // Let's go through fallbacks then
                if (fallbacks && fallbacks.isMoreFallbacks) {
                    defines = fallbacks.reduce(defines);
                    this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks);
                }
                else {
                    BABYLON.Tools.Error("Unable to compile effect: " + this.name);
                    BABYLON.Tools.Error("Defines: " + defines);
                    BABYLON.Tools.Error("Error: " + e.message);
                    this._compilationError = e.message;
                    if (this.onError) {
                        this.onError(this, this._compilationError);
                    }
                }
            }
        };
        Effect.prototype._bindTexture = function (channel, texture) {
            this._engine._bindTexture(this._samplers.indexOf(channel), texture);
        };
        Effect.prototype.setTexture = function (channel, texture) {
            this._engine.setTexture(this._samplers.indexOf(channel), texture);
        };
        Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
            this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
        };
        //public _cacheMatrix(uniformName, matrix) {
        //    if (!this._valueCache[uniformName]) {
        //        this._valueCache[uniformName] = new BABYLON.Matrix();
        //    }
        //    for (var index = 0; index < 16; index++) {
        //        this._valueCache[uniformName].m[index] = matrix.m[index];
        //    }
        //};
        Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
            if (!this._valueCache[uniformName]) {
                this._valueCache[uniformName] = [x, y];
                return;
            }
            this._valueCache[uniformName][0] = x;
            this._valueCache[uniformName][1] = y;
        };
        Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
            if (!this._valueCache[uniformName]) {
                this._valueCache[uniformName] = [x, y, z];
                return;
            }
            this._valueCache[uniformName][0] = x;
            this._valueCache[uniformName][1] = y;
            this._valueCache[uniformName][2] = z;
        };
        Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
            if (!this._valueCache[uniformName]) {
                this._valueCache[uniformName] = [x, y, z, w];
                return;
            }
            this._valueCache[uniformName][0] = x;
            this._valueCache[uniformName][1] = y;
            this._valueCache[uniformName][2] = z;
            this._valueCache[uniformName][3] = w;
        };
        Effect.prototype.setArray = function (uniformName, array) {
            this._engine.setArray(this.getUniform(uniformName), array);
            return this;
        };
        Effect.prototype.setArray2 = function (uniformName, array) {
            this._engine.setArray2(this.getUniform(uniformName), array);
            return this;
        };
        Effect.prototype.setArray3 = function (uniformName, array) {
            this._engine.setArray3(this.getUniform(uniformName), array);
            return this;
        };
        Effect.prototype.setArray4 = function (uniformName, array) {
            this._engine.setArray4(this.getUniform(uniformName), array);
            return this;
        };
        Effect.prototype.setMatrices = function (uniformName, matrices) {
            this._engine.setMatrices(this.getUniform(uniformName), matrices);
            return this;
        };
        Effect.prototype.setMatrix = function (uniformName, matrix) {
            //if (this._valueCache[uniformName] && this._valueCache[uniformName].equals(matrix))
            //    return;
            //this._cacheMatrix(uniformName, matrix);
            this._engine.setMatrix(this.getUniform(uniformName), matrix);
            return this;
        };
        Effect.prototype.setFloat = function (uniformName, value) {
            if (this._valueCache[uniformName] && this._valueCache[uniformName] === value)
                return this;
            this._valueCache[uniformName] = value;
            this._engine.setFloat(this.getUniform(uniformName), value);
            return this;
        };
        Effect.prototype.setBool = function (uniformName, bool) {
            if (this._valueCache[uniformName] && this._valueCache[uniformName] === bool)
                return this;
            this._valueCache[uniformName] = bool;
            this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
            return this;
        };
        Effect.prototype.setVector2 = function (uniformName, vector2) {
            if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector2.x && this._valueCache[uniformName][1] === vector2.y)
                return this;
            this._cacheFloat2(uniformName, vector2.x, vector2.y);
            this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
            return this;
        };
        Effect.prototype.setFloat2 = function (uniformName, x, y) {
            if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y)
                return this;
            this._cacheFloat2(uniformName, x, y);
            this._engine.setFloat2(this.getUniform(uniformName), x, y);
            return this;
        };
        Effect.prototype.setVector3 = function (uniformName, vector3) {
            if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector3.x && this._valueCache[uniformName][1] === vector3.y && this._valueCache[uniformName][2] === vector3.z)
                return this;
            this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z);
            this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
            return this;
        };
        Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
            if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z)
                return this;
            this._cacheFloat3(uniformName, x, y, z);
            this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
            return this;
        };
        Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
            if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z && this._valueCache[uniformName][3] === w)
                return this;
            this._cacheFloat4(uniformName, x, y, z, w);
            this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
            return this;
        };
        Effect.prototype.setColor3 = function (uniformName, color3) {
            if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === color3.r && this._valueCache[uniformName][1] === color3.g && this._valueCache[uniformName][2] === color3.b)
                return this;
            this._cacheFloat3(uniformName, color3.r, color3.g, color3.b);
            this._engine.setColor3(this.getUniform(uniformName), color3);
            return this;
        };
        Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
            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)
                return this;
            this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha);
            this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
            return this;
        };
        // Statics
        Effect.ShadersStore={anaglyphPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\n\nvoid main(void)\n{\nvec4 leftFrag = texture2D(leftSampler, vUV);\nleftFrag = vec4(1.0, leftFrag.g, leftFrag.b, 1.0);\n\nvec4 rightFrag = texture2D(textureSampler, vUV);\nrightFrag = vec4(rightFrag.r, 1.0, 1.0, 1.0);\n\ngl_FragColor = vec4(rightFrag.rgb * leftFrag.rgb, 1.0);\n}",
blackAndWhitePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nvoid main(void)\n{\nfloat luminance = dot(texture2D(textureSampler, vUV).rgb, vec3(0.3, 0.59, 0.11));\ngl_FragColor = vec4(luminance, luminance, luminance, 1.0);\n}",
blurPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nvoid main(void)\n{\nfloat weights[7];\nweights[0] = 0.05;\nweights[1] = 0.1;\nweights[2] = 0.2;\nweights[3] = 0.3;\nweights[4] = 0.2;\nweights[5] = 0.1;\nweights[6] = 0.05;\n\nvec2 texelSize = vec2(1.0 / screenSize.x, 1.0 / screenSize.y);\nvec2 texelStep = texelSize * direction * blurWidth;\nvec2 start = vUV - 3.0 * texelStep;\n\nvec4 baseColor = vec4(0., 0., 0., 0.);\nvec2 texelOffset = vec2(0., 0.);\n\nfor (int i = 0; i < 7; i++)\n{\nbaseColor += texture2D(textureSampler, start + texelOffset) * weights[i];\ntexelOffset += texelStep;\n}\n\ngl_FragColor = baseColor;\n}",
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) {\nreturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\nconst vec2 d = vec2(0.0, 1.0);\nvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\nreturn 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) {\nfloat total = 0.0, amplitude = 1.0;\nfor (int i = 0; i < 4; i++) {\ntotal += noise(n) * amplitude;\nn += n;\namplitude *= 0.5;\n}\nreturn total;\n}\n\nfloat round(float number){\nreturn sign(number)*floor(abs(number) + 0.5);\n}\n\nvoid main(void)\n{\nfloat brickW = 1.0 / numberOfBricksWidth;\nfloat brickH = 1.0 / numberOfBricksHeight;\nfloat jointWPercentage = 0.01;\nfloat jointHPercentage = 0.05;\nvec3 color = brickColor;\nfloat yi = vUV.y / brickH;\nfloat nyi = round(yi);\nfloat xi = vUV.x / brickW;\n\nif (mod(floor(yi), 2.0) == 0.0){\nxi = xi - 0.5;\n}\n\nfloat nxi = round(xi);\nvec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) /  brickW);\n\nif (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\ncolor = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\n}\nelse if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\ncolor = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\n}\nelse {\nfloat brickColorSwitch = mod(floor(yi) + floor(xi), 3.0);\n\nif (brickColorSwitch == 0.0)\ncolor = mix(color, vec3(0.33, 0.33, 0.33), 0.3);\nelse if (brickColorSwitch == 2.0)\ncolor = mix(color, vec3(0.11, 0.11, 0.11), 0.3);\n}\n\ngl_FragColor = vec4(color, 1.0);\n}",
chromaticAberrationPixelShader:"\n#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform sampler2D textureSampler;	// original color\n\nuniform float chromatic_aberration;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\n\nvoid main(void)\n{\nvec2 centered_screen_pos = vec2(vUV.x - 0.5, vUV.y - 0.5);\nfloat radius2 = centered_screen_pos.x*centered_screen_pos.x\n+ centered_screen_pos.y*centered_screen_pos.y;\nfloat radius = sqrt(radius2);\n\nvec4 original = texture2D(textureSampler, vUV);\n\nif (chromatic_aberration > 0.0) {\nvec3 ref_indices = vec3(-0.3, 0.0, 0.3);\nfloat ref_shiftX = chromatic_aberration * radius * 17.0 / screen_width;\nfloat ref_shiftY = chromatic_aberration * radius * 17.0 / screen_height;\n\nvec2 ref_coords_r = vec2(vUV.x + ref_indices.r*ref_shiftX, vUV.y + ref_indices.r*ref_shiftY*0.5);\nvec2 ref_coords_g = vec2(vUV.x + ref_indices.g*ref_shiftX, vUV.y + ref_indices.g*ref_shiftY*0.5);\nvec2 ref_coords_b = vec2(vUV.x + ref_indices.b*ref_shiftX, vUV.y + ref_indices.b*ref_shiftY*0.5);\n\noriginal.r = texture2D(textureSampler, ref_coords_r).r;\noriginal.g = texture2D(textureSampler, ref_coords_g).g;\noriginal.b = texture2D(textureSampler, ref_coords_b).b;\n}\n\ngl_FragColor = original;\n}",
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) {\nreturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\nconst vec2 d = vec2(0.0, 1.0);\nvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\nreturn 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) {\nfloat total = 0.0, amplitude = 1.0;\nfor (int i = 0; i < 4; i++) {\ntotal += noise(n) * amplitude;\nn += n;\namplitude *= 0.5;\n}\nreturn total;\n}\n\nvoid main() {\n\nvec2 p = vUV * 12.0;\nvec3 c = mix(skyColor, cloudColor, fbm(p));\ngl_FragColor = vec4(c, 1);\n\n}",
colorPixelShader:"precision highp float;\n\nuniform vec4 color;\n\nvoid main(void) {\ngl_FragColor = color;\n}",
colorVertexShader:"precision highp float;\n\nattribute vec3 position;\n\nuniform mat4 worldViewProjection;\n\nvoid main(void) {\ngl_Position = worldViewProjection * vec4(position, 1.0);\n}",
colorCorrectionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform sampler2D textureSampler;	// screen render\nuniform sampler2D colorTable;		// color table with modified colors\n\nvarying vec2 vUV;\n\nconst float SLICE_COUNT = 16.0;		// how many slices in the color cube; 1 slice = 1 pixel\n\nvec4 sampleAs3DTexture(sampler2D texture, vec3 uv, float width) {\nfloat sliceSize = 1.0 / width;              // space of 1 slice\nfloat slicePixelSize = sliceSize / width;           // space of 1 pixel\nfloat sliceInnerSize = slicePixelSize * (width - 1.0);  // space of width pixels\nfloat zSlice0 = min(floor(uv.z * width), width - 1.0);\nfloat zSlice1 = min(zSlice0 + 1.0, width - 1.0);\nfloat xOffset = slicePixelSize * 0.5 + uv.x * sliceInnerSize;\nfloat s0 = xOffset + (zSlice0 * sliceSize);\nfloat s1 = xOffset + (zSlice1 * sliceSize);\nvec4 slice0Color = texture2D(texture, vec2(s0, uv.y));\nvec4 slice1Color = texture2D(texture, vec2(s1, uv.y));\nfloat zOffset = mod(uv.z * width, 1.0);\nvec4 result = mix(slice0Color, slice1Color, zOffset);\nreturn result;\n}\n\nvoid main(void)\n{\nvec4 screen_color = texture2D(textureSampler, vUV);\ngl_FragColor = sampleAs3DTexture(colorTable, screen_color.rgb, SLICE_COUNT);\n\n}",
convolutionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform float kernel[9];\n\nvoid main(void)\n{\nvec2 onePixel = vec2(1.0, 1.0) / screenSize;\nvec4 colorSum =\ntexture2D(textureSampler, vUV + onePixel * vec2(-1, -1)) * kernel[0] +\ntexture2D(textureSampler, vUV + onePixel * vec2(0, -1)) * kernel[1] +\ntexture2D(textureSampler, vUV + onePixel * vec2(1, -1)) * kernel[2] +\ntexture2D(textureSampler, vUV + onePixel * vec2(-1, 0)) * kernel[3] +\ntexture2D(textureSampler, vUV + onePixel * vec2(0, 0)) * kernel[4] +\ntexture2D(textureSampler, vUV + onePixel * vec2(1, 0)) * kernel[5] +\ntexture2D(textureSampler, vUV + onePixel * vec2(-1, 1)) * kernel[6] +\ntexture2D(textureSampler, vUV + onePixel * vec2(0, 1)) * kernel[7] +\ntexture2D(textureSampler, vUV + onePixel * vec2(1, 1)) * kernel[8];\n\nfloat kernelWeight =\nkernel[0] +\nkernel[1] +\nkernel[2] +\nkernel[3] +\nkernel[4] +\nkernel[5] +\nkernel[6] +\nkernel[7] +\nkernel[8];\n\nif (kernelWeight <= 0.0) {\nkernelWeight = 1.0;\n}\n\ngl_FragColor = vec4((colorSum / kernelWeight).rgb, 1);\n}",
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\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec3 shadowsInfo0;\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 vec3 shadowsInfo1;\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 vec3 shadowsInfo2;\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 vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\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#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\nfloat fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\nreturn 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#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{\nif (mode == MAP_SPHERICAL)\n{\nvec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\nreturn vec3(reflectionMatrix * vec4(coords, 1.0));\n}\nelse if (mode == MAP_PLANAR)\n{\nvec3 viewDir = worldPos.xyz - vEyePosition;\nvec3 coords = normalize(reflect(viewDir, worldNormal));\n\nreturn vec3(reflectionMatrix * vec4(coords, 1));\n}\nelse if (mode == MAP_CUBIC)\n{\nvec3 viewDir = worldPos.xyz - vEyePosition;\nvec3 coords = reflect(viewDir, worldNormal);\n\nreturn vec3(reflectionMatrix * vec4(coords, 0));\n}\nelse if (mode == MAP_PROJECTION)\n{\nreturn vec3(reflectionMatrix * (view * worldPos));\n}\nelse if (mode == MAP_SKYBOX)\n{\nreturn vPositionUVW;\n}\n\nreturn vec3(0, 0, 0);\n}\n#endif\n\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\nreturn dot(color, bit_shift);\n}\n\nfloat unpackHalf(vec2 color)\n{\nreturn color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\nvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\ndepth = 0.5 * depth + vec3(0.5);\nvec2 uv = depth.xy;\n\nif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n{\nreturn 1.0;\n}\n\nfloat shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\nif (depth.z > shadow)\n{\nreturn darkness;\n}\nreturn 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\nvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\ndepth = 0.5 * depth + vec3(0.5);\nvec2 uv = depth.xy;\n\nif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n{\nreturn 1.0;\n}\n\nfloat visibility = 1.;\n\nvec2 poissonDisk[4];\npoissonDisk[0] = vec2(-0.94201624, -0.39906216);\npoissonDisk[1] = vec2(0.94558609, -0.76890725);\npoissonDisk[2] = vec2(-0.094184101, -0.92938870);\npoissonDisk[3] = vec2(0.34495938, 0.29387760);\n\nfloat biasedDepth = depth.z - bias;\n\nif (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;\nif (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;\nif (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;\nif (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;\n\nreturn visibility;\n}\n\nfloat linstep(float low, float high, float v) {\nreturn clamp((v - low) / (high - low), 0.0, 1.0);\n}\n\nfloat ChebychevInequality(vec2 moments, float compare, float bias)\n{\nfloat p = smoothstep(compare - bias, compare, moments.x);\nfloat variance = max(moments.y - moments.x * moments.x, 0.02);\nfloat d = compare - moments.x;\nfloat p_max = linstep(0.2, 1.0, variance / (variance + d * d));\n\nreturn clamp(max(p, p_max), 0.0, 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias)\n{\nvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\ndepth = 0.5 * depth + vec3(0.5);\nvec2 uv = depth.xy;\n\nif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)\n{\nreturn 1.0;\n}\n\nvec4 texel = texture2D(shadowSampler, uv);\n\nvec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\nreturn 1.0 - ChebychevInequality(moments, depth.z, bias);\n}\n#endif\n\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\nvec3 dp1 = dFdx(p);\nvec3 dp2 = dFdy(p);\nvec2 duv1 = dFdx(uv);\nvec2 duv2 = dFdy(uv);\n\nvec3 dp2perp = cross(dp2, normal);\nvec3 dp1perp = cross(normal, dp1);\nvec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\nvec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\nfloat invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\nreturn mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\nvec3 map = texture2D(bumpSampler, vBumpUV).xyz;\nmap = map * 255. / 127. - 128. / 127.;\nmat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\nreturn normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\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{\nfloat fogCoeff = 1.0;\nfloat fogStart = vFogInfos.y;\nfloat fogEnd = vFogInfos.z;\nfloat fogDensity = vFogInfos.w;\n\nif (FOGMODE_LINEAR == vFogInfos.x)\n{\nfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n}\nelse if (FOGMODE_EXP == vFogInfos.x)\n{\nfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n}\nelse if (FOGMODE_EXP2 == vFogInfos.x)\n{\nfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n}\n\nreturn clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\nstruct lightingInfo\n{\nvec3 diffuse;\nvec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\nlightingInfo result;\n\nvec3 lightVectorW;\nfloat attenuation = 1.0;\nif (lightData.w == 0.)\n{\nvec3 direction = lightData.xyz - vPositionW;\n\nattenuation = max(0., 1.0 - length(direction) / range);\nlightVectorW = normalize(direction);\n}\nelse\n{\nlightVectorW = normalize(-lightData.xyz);\n}\n\nfloat ndl = max(0., dot(vNormal, lightVectorW));\n\nvec3 angleW = normalize(viewDirectionW + lightVectorW);\nfloat specComp = max(0., dot(vNormal, angleW));\nspecComp = pow(specComp, max(1., vSpecularColor.a));\n\nresult.diffuse = ndl * diffuseColor * attenuation;\nresult.specular = specComp * specularColor * attenuation;\n\nreturn result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\nlightingInfo result;\n\nvec3 direction = lightData.xyz - vPositionW;\nvec3 lightVectorW = normalize(direction);\nfloat attenuation = max(0., 1.0 - length(direction) / range);\n\nfloat cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\nfloat spotAtten = 0.0;\n\nif (cosAngle >= lightDirection.w)\n{\ncosAngle = max(0., pow(cosAngle, lightData.w));\nspotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\nfloat ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\nvec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\nfloat specComp = max(0., dot(vNormal, angleW));\nspecComp = pow(specComp, vSpecularColor.a);\n\nresult.diffuse = ndl * spotAtten * diffuseColor * attenuation;\nresult.specular = specComp * specularColor * spotAtten * attenuation;\n\nreturn result;\n}\n\nresult.diffuse = vec3(0.);\nresult.specular = vec3(0.);\n\nreturn result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\nlightingInfo result;\n\nfloat ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\nvec3 angleW = normalize(viewDirectionW + lightData.xyz);\nfloat specComp = max(0., dot(vNormal, angleW));\nspecComp = pow(specComp, vSpecularColor.a);\n\nresult.diffuse = mix(groundColor, diffuseColor, ndl);\nresult.specular = specComp * specularColor;\n\nreturn result;\n}\n\nvoid main(void) {\n#ifdef CLIPPLANE\nif (fClipDistance > 0.0)\ndiscard;\n#endif\n\nvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\nvec4 baseColor = vec4(1., 1., 1., 1.);\nvec3 diffuseColor = vDiffuseColor.rgb;\n\nfloat alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\nbaseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\nbaseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\nif (baseColor.a < 0.4)\ndiscard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\nalpha *= baseColor.a;\n#endif\n\nbaseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n#ifdef NORMAL\nvec3 normalW = normalize(vNormalW);\n#else\nvec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\nnormalW = perturbNormal(viewDirectionW);\n#endif\n\n\nvec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\nbaseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\nvec3 diffuseBase = vec3(0., 0., 0.);\nvec3 specularBase = vec3(0., 0., 0.);\nfloat shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\nlightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\nlightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\nlightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\nshadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z);\n#else\n#ifdef SHADOWPCF0\nshadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n#else\nshadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n#endif\n#endif\n#else\nshadow = 1.;\n#endif\ndiffuseBase += info.diffuse * shadow;\nspecularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\ninfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\ninfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\ninfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\nshadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z);\n#else\n#ifdef SHADOWPCF1\nshadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n#else\nshadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n#endif\n#endif\n#else\nshadow = 1.;\n#endif\ndiffuseBase += info.diffuse * shadow;\nspecularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\ninfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\ninfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\ninfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\nshadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z);\n#else\n#ifdef SHADOWPCF2\nshadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n#else\nshadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n#endif\n#endif\n#else\nshadow = 1.;\n#endif\ndiffuseBase += info.diffuse * shadow;\nspecularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\ninfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\ninfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\ninfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\nshadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z);\n#else\n#ifdef SHADOWPCF3\nshadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n#else\nshadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n#endif\n#endif\n#else\nshadow = 1.;\n#endif\ndiffuseBase += info.diffuse * shadow;\nspecularBase += info.specular * shadow;\n#endif\n\nvec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\nvec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\nif (vReflectionInfos.z != 0.0)\n{\nreflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n}\nelse\n{\nvec2 coords = vReflectionUVW.xy;\n\nif (vReflectionInfos.x == MAP_PROJECTION)\n{\ncoords /= vReflectionUVW.z;\n}\n\ncoords.y = 1.0 - coords.y;\n\nreflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n}\n\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\nreflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\nvec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\nopacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\nalpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\nalpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\nalpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\nalpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\nvec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\nemissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\nvec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\nspecularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\ndiffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\nvec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\nvec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\nalpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\nvec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\nfloat fog = CalcFogFactor();\ncolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\ngl_FragColor = color;\n}",
defaultVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\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\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\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\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) {\nmat4 finalWorld;\n\n#ifdef REFLECTION\nvPositionUVW = position;\n#endif\n\n#ifdef INSTANCES\nfinalWorld = mat4(world0, world1, world2, world3);\n#else\nfinalWorld = world;\n#endif\n\n#ifdef BONES\nmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\nmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\nmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n\n#ifdef BONES4\nmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\nfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\n#else\nfinalWorld = finalWorld * (m0 + m1 + m2);\n#endif\n\n#endif\ngl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\nvec4 worldPos = finalWorld * vec4(position, 1.0);\nvPositionW = vec3(worldPos);\n\n#ifdef NORMAL\nvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\nvec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef AMBIENT\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef OPACITY\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef EMISSIVE\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef SPECULAR\nif (vSpecularInfos.x == 0.)\n{\nvSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef BUMP\nif (vBumpInfos.x == 0.)\n{\nvBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef CLIPPLANE\nfClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n#ifdef FOG\nfFogDistance = (view * worldPos).z;\n#endif\n\n#ifdef SHADOWS\n#ifdef LIGHT0\nvPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#ifdef LIGHT1\nvPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#ifdef LIGHT2\nvPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#ifdef LIGHT3\nvPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n\n#ifdef VERTEXCOLOR\nvColor = color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize = pointSize;\n#endif\n}",
depthPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nuniform float far;\n\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler, vUV).a < 0.4)\ndiscard;\n#endif\n\nfloat depth = (gl_FragCoord.z / gl_FragCoord.w) / far;\ngl_FragColor = vec4(depth, depth * depth, 0.0, 1.0);\n}",
depthVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec3 position;\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\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#if defined(ALPHATEST) || defined(NEED_UV)\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\nmat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\nmat4 finalWorld = world;\n#endif\n\n#ifdef BONES\nmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\nmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\nmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\nmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\nfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\ngl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n#else\ngl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n#endif\n\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n#endif\n#ifdef UV2\nvUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n#endif\n#endif\n}",
depthBoxBlurPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\n\nvoid main(void)\n{\nvec4 colorDepth = vec4(0.0);\n\nfor (int x = -OFFSET; x <= OFFSET; x++)\nfor (int y = -OFFSET; y <= OFFSET; y++)\ncolorDepth += texture2D(textureSampler, vUV + vec2(x, y) / screenSize);\n\ngl_FragColor = (colorDepth / float((OFFSET * 2 + 1) * (OFFSET * 2 + 1)));\n}",
depthOfFieldPixelShader:"\n#ifdef GL_ES\nprecision highp float;\n#endif\n\n\nuniform sampler2D textureSampler;\nuniform sampler2D highlightsSampler;\nuniform sampler2D depthSampler;\nuniform sampler2D grainSampler;\n\nuniform float grain_amount;\nuniform float maxZ;\nuniform bool blur_noise;\nuniform float screen_width;\nuniform float screen_height;\nuniform float distortion;\nuniform float focus_depth;\nuniform float aperture;\nuniform float edge_blur;\nuniform bool highlights;\n\nvarying vec2 vUV;\n\n#define PI 3.14159265\n\nvec2 centered_screen_pos;\nfloat radius2;\nfloat radius;\n\n\nvec2 getDistortedCoords(vec2 coords) {\n\nif (distortion == 0.0) { return coords; }\n\nvec2 direction = 1.0 * normalize(centered_screen_pos);\nvec2 dist_coords = vec2(0.5, 0.5);\ndist_coords.x = 0.5 + direction.x * radius2 * 1.0;\ndist_coords.y = 0.5 + direction.y * radius2 * 1.0;\nfloat dist_amount = clamp(distortion*0.23, 0.0, 1.0);\n\ndist_coords = mix(coords, dist_coords, dist_amount);\n\nreturn dist_coords;\n}\n\nvec4 getBlurColor(vec2 coords, float size) {\n\nvec4 col = texture2D(textureSampler, coords);\nif (size == 0.0) { return col; }\n\nfloat blur_level = min(3.0, ceil(size / 1.0));\n\nfloat w = (size / screen_width);\nfloat h = (size / screen_height);\nfloat total_weight = 1.0;\n\ncol += texture2D(textureSampler, coords + vec2(-0.53*w, 0.15*h))*0.93;\ncol += texture2D(textureSampler, coords + vec2(0.42*w, -0.69*h))*0.90;\ncol += texture2D(textureSampler, coords + vec2(0.20*w, 1.00*h))*0.87;\ncol += texture2D(textureSampler, coords + vec2(-0.97*w, -0.72*h))*0.85;\ncol += texture2D(textureSampler, coords + vec2(1.37*w, -0.14*h))*0.83;\ncol += texture2D(textureSampler, coords + vec2(-1.02*w, 1.16*h))*0.80;\ncol += texture2D(textureSampler, coords + vec2(-0.03*w, -1.69*h))*0.78;\ncol += texture2D(textureSampler, coords + vec2(1.27*w, 1.34*h))*0.76;\ncol += texture2D(textureSampler, coords + vec2(-1.98*w, -0.14*h))*0.74;\ncol += texture2D(textureSampler, coords + vec2(1.66*w, -1.32*h))*0.72;\ntotal_weight += 8.18;\n\nif (blur_level > 1.0) {\ncol += texture2D(textureSampler, coords + vec2(-0.35*w, 2.22*h))*0.70;\ncol += texture2D(textureSampler, coords + vec2(-1.31*w, -1.98*h))*0.67;\ncol += texture2D(textureSampler, coords + vec2(2.42*w, 0.61*h))*0.65;\ncol += texture2D(textureSampler, coords + vec2(-2.31*w, 1.25*h))*0.63;\ncol += texture2D(textureSampler, coords + vec2(0.90*w, -2.59*h))*0.61;\ncol += texture2D(textureSampler, coords + vec2(1.14*w, 2.62*h))*0.59;\ncol += texture2D(textureSampler, coords + vec2(-2.72*w, -1.21*h))*0.56;\ncol += texture2D(textureSampler, coords + vec2(2.93*w, -0.98*h))*0.54;\ncol += texture2D(textureSampler, coords + vec2(-1.56*w, 2.80*h))*0.52;\ncol += texture2D(textureSampler, coords + vec2(-0.77*w, -3.22*h))*0.49;\ntotal_weight += 5.96;\n}\n\nif (blur_level > 2.0) {\ncol += texture2D(textureSampler, coords + vec2(2.83*w, 1.92*h))*0.46;\ncol += texture2D(textureSampler, coords + vec2(-3.49*w, 0.51*h))*0.44;\ncol += texture2D(textureSampler, coords + vec2(2.30*w, -2.82*h))*0.41;\ncol += texture2D(textureSampler, coords + vec2(0.22*w, 3.74*h))*0.38;\ncol += texture2D(textureSampler, coords + vec2(-2.76*w, -2.68*h))*0.34;\ncol += texture2D(textureSampler, coords + vec2(3.95*w, 0.11*h))*0.31;\ncol += texture2D(textureSampler, coords + vec2(-3.07*w, 2.65*h))*0.26;\ncol += texture2D(textureSampler, coords + vec2(0.48*w, -4.13*h))*0.22;\ncol += texture2D(textureSampler, coords + vec2(2.49*w, 3.46*h))*0.15;\ntotal_weight += 2.97;\n}\n\ncol /= total_weight;		// scales color according to weights\ncol.a = 1.0;\n\n\nreturn col;\n}\n\nvec2 rand(vec2 co)\n{\nfloat noise1 = (fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453));\nfloat noise2 = (fract(sin(dot(co, vec2(12.9898, 78.233)*2.0)) * 43758.5453));\nreturn clamp(vec2(noise1, noise2), 0.0, 1.0);\n}\n\nvoid main(void)\n{\n\ncentered_screen_pos = vec2(vUV.x - 0.5, vUV.y - 0.5);\nradius2 = centered_screen_pos.x*centered_screen_pos.x + centered_screen_pos.y*centered_screen_pos.y;\nradius = sqrt(radius2);\n\nvec4 final_color;\nvec2 distorted_coords = getDistortedCoords(vUV);\nvec2 texels_coords = vec2(vUV.x * screen_width, vUV.y * screen_height);	// varies from 0 to SCREEN_WIDTH or _HEIGHT\n\nfloat dof_blur_amount = 0.0;\nfloat depth_bias = 0.0;		// positive if the pixel is further than focus depth; negative if closer\nif (focus_depth != -1.0) {\nvec4 depth_sample = texture2D(depthSampler, distorted_coords);\nfloat depth = depth_sample.r;\ndepth_bias = depth - focus_depth;\n\nif (depth_bias > 0.0) { dof_blur_amount = depth_bias * aperture * 2.2; }\nelse { dof_blur_amount = depth_bias * depth_bias * aperture * 30.0; }\n\nif (dof_blur_amount < 0.05) { dof_blur_amount = 0.0; }	// no blur at all\n}\n\nfloat edge_blur_amount = 0.0;\nif (edge_blur > 0.0) {\nedge_blur_amount = clamp((radius*2.0 - 1.0 + 0.15*edge_blur) * 1.5, 0.0, 1.0) * 1.3;\n}\n\nfloat blur_amount = max(edge_blur_amount, dof_blur_amount);\n\nif (blur_amount == 0.0) {\ngl_FragColor = texture2D(textureSampler, distorted_coords);\n}\nelse {\n\ngl_FragColor = getBlurColor(distorted_coords, blur_amount * 1.7);\n\nif (depth_bias > 0.0 && highlights) {\ngl_FragColor += clamp(dof_blur_amount, 0.0, 1.0)*texture2D(highlightsSampler, distorted_coords);\n}\n\nif (blur_noise) {\nvec2 noise = rand(distorted_coords) * 0.01 * blur_amount;\nvec2 blurred_coord = vec2(distorted_coords.x + noise.x, distorted_coords.y + noise.y);\ngl_FragColor = 0.04 * texture2D(textureSampler, blurred_coord) + 0.96 * gl_FragColor;\n}\n}\n\nif (grain_amount > 0.0) {\nvec4 grain_color = texture2D(grainSampler, texels_coords*0.003);\ngl_FragColor.rgb += (-0.5 + grain_color.rgb) * 0.20;\n}\n}",
displayPassPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\n\nvoid main(void)\n{\ngl_FragColor = texture2D(passSampler, vUV);\n}",
filterPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform mat4 kernelMatrix;\n\nvoid main(void)\n{\nvec3 baseColor = texture2D(textureSampler, vUV).rgb;\nvec3 updatedColor = (kernelMatrix * vec4(baseColor, 1.0)).rgb;\n\ngl_FragColor = vec4(updatedColor, 1.0);\n}",
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) {\nreturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\nconst vec2 d = vec2(0.0, 1.0);\nvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\nreturn 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) {\nfloat total = 0.0, amplitude = 1.0;\nfor (int i = 0; i < 4; i++) {\ntotal += noise(n) * amplitude;\nn += n;\namplitude *= 0.5;\n}\nreturn total;\n}\n\nvoid main() {\nvec2 p = vUV * 8.0;\nfloat q = fbm(p - time * 0.1);\nvec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y));\nvec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);\nvec3 color = c * cos(shift * vUV.y);\nfloat luminance = dot(color.rgb, vec3(0.3, 0.59, 0.11));\n\ngl_FragColor = vec4(color, luminance * alphaThreshold + (1.0 - alphaThreshold));\n}",
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(){\nvec2 localTexelSize = texelSize;\nvec4 rgbNW = texture2D(textureSampler, (vUV + vec2(-1.0, -1.0) * localTexelSize));\nvec4 rgbNE = texture2D(textureSampler, (vUV + vec2(1.0, -1.0) * localTexelSize));\nvec4 rgbSW = texture2D(textureSampler, (vUV + vec2(-1.0, 1.0) * localTexelSize));\nvec4 rgbSE = texture2D(textureSampler, (vUV + vec2(1.0, 1.0) * localTexelSize));\nvec4 rgbM = texture2D(textureSampler, vUV);\nvec4 luma = vec4(0.299, 0.587, 0.114, 1.0);\nfloat lumaNW = dot(rgbNW, luma);\nfloat lumaNE = dot(rgbNE, luma);\nfloat lumaSW = dot(rgbSW, luma);\nfloat lumaSE = dot(rgbSE, luma);\nfloat lumaM = dot(rgbM, luma);\nfloat lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\nfloat lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\nvec2 dir = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)), ((lumaNW + lumaSW) - (lumaNE + lumaSE)));\n\nfloat dirReduce = max(\n(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),\nFXAA_REDUCE_MIN);\n\nfloat rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\ndir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\nmax(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\ndir * rcpDirMin)) * localTexelSize;\n\nvec4 rgbA = 0.5 * (\ntexture2D(textureSampler, vUV + dir * (1.0 / 3.0 - 0.5)) +\ntexture2D(textureSampler, vUV + dir * (2.0 / 3.0 - 0.5)));\n\nvec4 rgbB = rgbA * 0.5 + 0.25 * (\ntexture2D(textureSampler, vUV + dir *  -0.5) +\ntexture2D(textureSampler, vUV + dir * 0.5));\nfloat lumaB = dot(rgbB, luma);\nif ((lumaB < lumaMin) || (lumaB > lumaMax)) {\ngl_FragColor = rgbA;\n}\nelse {\ngl_FragColor = rgbB;\n}\n}",
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) {\nreturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\nconst vec2 d = vec2(0.0, 1.0);\nvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\nreturn 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) {\nfloat total = 0.0, amplitude = 1.0;\nfor (int i = 0; i < 4; i++) {\ntotal += noise(n) * amplitude;\nn += n;\namplitude *= 0.5;\n}\nreturn total;\n}\n\nvoid main(void) {\nvec3 color = mix(groundColor, herb1Color, rand(gl_FragCoord.xy * 4.0));\ncolor = mix(color, herb2Color, rand(gl_FragCoord.xy * 8.0));\ncolor = mix(color, herb3Color, rand(gl_FragCoord.xy));\ncolor = mix(color, herb1Color, fbm(gl_FragCoord.xy * 16.0));\ngl_FragColor = vec4(color, 1.0);\n}",
layerPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\n\nvoid main(void) {\nvec4 baseColor = texture2D(textureSampler, vUV);\n\ngl_FragColor = baseColor * color;\n}",
layerVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec2 position;\n\nuniform mat4 textureMatrix;\n\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) {\n\nvUV = vec2(textureMatrix * vec4(position * madd + madd, 1.0, 0.0));\ngl_Position = vec4(position, 0.0, 1.0);\n}",
legacydefaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_PROJECTION	4.\n\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\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#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#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\nfloat fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\nreturn 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#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\nconst vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\nreturn dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\nreturn color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\nvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\nvec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\nif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n{\nreturn 1.0;\n}\n\nfloat shadow = unpack(texture2D(shadowSampler, uv));\n\nif (depth.z > shadow)\n{\nreturn 0.;\n}\nreturn 1.;\n}\n\nfloat ChebychevInequality(vec2 moments, float t)\n{\nif (t <= moments.x)\n{\nreturn 1.0;\n}\n\nfloat variance = moments.y - (moments.x * moments.x);\nvariance = max(variance, 0.);\n\nfloat d = t - moments.x;\nreturn variance / (variance + d * d);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\nvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\nvec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\nif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n{\nreturn 1.0;\n}\n\nvec4 texel = texture2D(shadowSampler, uv);\n\nvec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\nreturn clamp(1.3 - ChebychevInequality(moments, depth.z), 0., 1.0);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\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{\nfloat fogCoeff = 1.0;\nfloat fogStart = vFogInfos.y;\nfloat fogEnd = vFogInfos.z;\nfloat fogDensity = vFogInfos.w;\n\nif (FOGMODE_LINEAR == vFogInfos.x)\n{\nfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n}\nelse if (FOGMODE_EXP == vFogInfos.x)\n{\nfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n}\nelse if (FOGMODE_EXP2 == vFogInfos.x)\n{\nfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n}\n\nreturn clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\nmat3 computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor) {\nmat3 result;\n\nvec3 lightVectorW;\nif (lightData.w == 0.)\n{\nlightVectorW = normalize(lightData.xyz - vPositionW);\n}\nelse\n{\nlightVectorW = normalize(-lightData.xyz);\n}\n\nfloat ndl = max(0., dot(vNormal, lightVectorW));\n\nvec3 angleW = normalize(viewDirectionW + lightVectorW);\nfloat specComp = max(0., dot(vNormal, angleW));\nspecComp = max(0., pow(specComp, max(1.0, vSpecularColor.a)));\n\nresult[0] = ndl * diffuseColor.rgb;\nresult[1] = specComp * specularColor;\nresult[2] = vec3(0.);\n\nreturn result;\n}\n\nmat3 computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec4 diffuseColor, vec3 specularColor) {\nmat3 result;\n\nvec3 lightVectorW = normalize(lightData.xyz - vPositionW);\n\nfloat cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\nfloat spotAtten = 0.0;\n\nif (cosAngle >= lightDirection.w)\n{\ncosAngle = max(0., pow(cosAngle, lightData.w));\nspotAtten = max(0., (cosAngle - lightDirection.w) / (1. - cosAngle));\n\nfloat ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\nvec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\nfloat specComp = max(0., dot(vNormal, angleW));\nspecComp = pow(specComp, vSpecularColor.a);\n\nresult[0] = ndl * spotAtten * diffuseColor.rgb;\nresult[1] = specComp * specularColor * spotAtten;\nresult[2] = vec3(0.);\n\nreturn result;\n}\n\nresult[0] = vec3(0.);\nresult[1] = vec3(0.);\nresult[2] = vec3(0.);\n\nreturn result;\n}\n\nmat3 computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor, vec3 groundColor) {\nmat3 result;\n\nfloat ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\nvec3 angleW = normalize(viewDirectionW + lightData.xyz);\nfloat specComp = max(0., dot(vNormal, angleW));\nspecComp = pow(specComp, vSpecularColor.a);\n\nresult[0] = mix(groundColor, diffuseColor.rgb, ndl);\nresult[1] = specComp * specularColor;\nresult[2] = vec3(0.);\n\nreturn result;\n}\n\nvoid main(void) {\n#ifdef CLIPPLANE\nif (fClipDistance > 0.0)\ndiscard;\n#endif\n\nvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\nvec4 baseColor = vec4(1., 1., 1., 1.);\nvec3 diffuseColor = vDiffuseColor.rgb;\n\n#ifdef VERTEXCOLOR\nbaseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\nbaseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\nif (baseColor.a < 0.4)\ndiscard;\n#endif\n\nbaseColor.rgb *= vDiffuseInfos.y;\n#endif\n\nvec3 normalW = normalize(vNormalW);\n\nvec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\nbaseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\nvec3 diffuseBase = vec3(0., 0., 0.);\nvec3 specularBase = vec3(0., 0., 0.);\nfloat shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\nmat3 info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0, vLightSpecular0);\n#endif\n#ifdef HEMILIGHT0\nmat3 info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\nmat3 info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\nshadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\nshadow = computeShadow(vPositionFromLight0, shadowSampler0);\n#endif\n#else\nshadow = 1.;\n#endif\ndiffuseBase += info[0] * shadow;\nspecularBase += info[1] * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\ninfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1, vLightSpecular1);\n#endif\n#ifdef HEMILIGHT1\ninfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\ninfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\nshadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\nshadow = computeShadow(vPositionFromLight1, shadowSampler1);\n#endif\n#else\nshadow = 1.;\n#endif\ndiffuseBase += info[0] * shadow;\nspecularBase += info[1] * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\ninfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2, vLightSpecular2);\n#endif\n#ifdef HEMILIGHT2\ninfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\ninfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\nshadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\nshadow = computeShadow(vPositionFromLight2, shadowSampler2);\n#endif\n#else\nshadow = 1.;\n#endif\ndiffuseBase += info[0] * shadow;\nspecularBase += info[1] * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\ninfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3, vLightSpecular3);\n#endif\n#ifdef HEMILIGHT3\ninfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\ninfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\nshadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\nshadow = computeShadow(vPositionFromLight3, shadowSampler3);\n#endif\n#else\nshadow = 1.;\n#endif\ndiffuseBase += info[0] * shadow;\nspecularBase += info[1] * shadow;\n#endif\n\nvec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\nif (vReflectionInfos.z != 0.0)\n{\nreflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y;\n}\nelse\n{\nvec2 coords = vReflectionUVW.xy;\n\nif (vReflectionInfos.x == MAP_PROJECTION)\n{\ncoords /= vReflectionUVW.z;\n}\n\ncoords.y = 1.0 - coords.y;\n\nreflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y;\n}\n\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\nreflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\nfloat alpha = vDiffuseColor.a;\n\n#ifdef OPACITY\nvec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n#ifdef OPACITYRGB\nopacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\nalpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\nalpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n#endif\n\n#ifdef VERTEXALPHA\nalpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\nalpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\nvec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\nemissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\nvec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\nspecularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\ndiffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\nvec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\nvec3 finalSpecular = specularBase * specularColor;\n\nvec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\nfloat fog = CalcFogFactor();\ncolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\ngl_FragColor = color;\n}",
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\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\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\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{\nif (mode == MAP_SPHERICAL)\n{\nvec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\nreturn vec3(reflectionMatrix * vec4(coords, 1.0));\n}\nelse if (mode == MAP_PLANAR)\n{\nvec3 viewDir = worldPos.xyz - vEyePosition;\nvec3 coords = normalize(reflect(viewDir, worldNormal));\n\nreturn vec3(reflectionMatrix * vec4(coords, 1));\n}\nelse if (mode == MAP_CUBIC)\n{\nvec3 viewDir = worldPos.xyz - vEyePosition;\nvec3 coords = reflect(viewDir, worldNormal);\n\nreturn vec3(reflectionMatrix * vec4(coords, 0));\n}\nelse if (mode == MAP_PROJECTION)\n{\nreturn vec3(reflectionMatrix * (view * worldPos));\n}\nelse if (mode == MAP_SKYBOX)\n{\nreturn position;\n}\n\nreturn vec3(0, 0, 0);\n}\n#endif\n\nvoid main(void) {\nmat4 finalWorld;\n\n#ifdef BONES\nmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\nmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\nmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n\n#ifdef BONES4\nmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\nfinalWorld = world * (m0 + m1 + m2 + m3);\n#else\nfinalWorld = world * (m0 + m1 + m2);\n#endif\n\n#else\nfinalWorld = world;\n#endif\n\ngl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\nvec4 worldPos = finalWorld * vec4(position, 1.0);\nvPositionW = vec3(worldPos);\nvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n\n#ifndef UV1\nvec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\nvec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef AMBIENT\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef OPACITY\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef REFLECTION\nvReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), vNormalW);\n#endif\n\n#ifdef EMISSIVE\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef SPECULAR\nif (vSpecularInfos.x == 0.)\n{\nvSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef BUMP\nif (vBumpInfos.x == 0.)\n{\nvBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef CLIPPLANE\nfClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n#ifdef FOG\nfFogDistance = (view * worldPos).z;\n#endif\n\n#ifdef SHADOWS\n#ifdef LIGHT0\nvPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#ifdef LIGHT1\nvPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#ifdef LIGHT2\nvPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#ifdef LIGHT3\nvPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n\n#ifdef VERTEXCOLOR\nvColor = color;\n#endif\n}",
lensFlarePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\n\nvoid main(void) {\nvec4 baseColor = texture2D(textureSampler, vUV);\n\ngl_FragColor = baseColor * color;\n}",
lensFlareVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec2 position;\n\nuniform mat4 viewportMatrix;\n\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) {\n\nvUV = position * madd + madd;\ngl_Position = viewportMatrix * vec4(position, 0.0, 1.0);\n}",
lensHighlightsPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform sampler2D textureSampler;	// original color\n\nuniform float gain;\nuniform float threshold;\nuniform bool pentagon;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\n\nvec4 highlightColor(vec4 color) {\nvec4 highlight = color;\nfloat luminance = dot(highlight.rgb, vec3(0.2125, 0.7154, 0.0721));\nfloat lum_threshold;\nif (threshold > 1.0) { lum_threshold = 0.94 + 0.01 * threshold; }\nelse { lum_threshold = 0.5 + 0.44 * threshold; }\n\nluminance = clamp((luminance - lum_threshold) * (1.0 / (1.0 - lum_threshold)), 0.0, 1.0);\n\nhighlight *= luminance * gain;\nhighlight.a = 1.0;\n\nreturn highlight;\n}\n\nvoid main(void)\n{\nvec4 original = texture2D(textureSampler, vUV);\n\nif (gain == -1.0) {\ngl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\nreturn;\n}\n\nfloat w = 2.0 / screen_width;\nfloat h = 2.0 / screen_height;\n\nfloat weight = 1.0;\n\nvec4 blurred = vec4(0.0, 0.0, 0.0, 0.0);\n\nif (pentagon) {\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.84*w, 0.43*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.48*w, -1.29*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.61*w, 1.51*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.55*w, -0.74*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.71*w, -0.52*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.94*w, 1.59*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.40*w, -1.87*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.62*w, 1.16*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.09*w, 0.25*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.46*w, -1.71*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.08*w, 2.42*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.85*w, -1.89*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.89*w, 0.16*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.29*w, 1.88*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.40*w, -2.81*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.54*w, 2.26*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.60*w, -0.61*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.31*w, -1.30*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.83*w, 2.53*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.12*w, -2.48*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.60*w, 1.11*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.82*w, 0.99*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.50*w, -2.81*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.85*w, 3.33*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.94*w, -1.92*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.27*w, -0.53*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.95*w, 2.48*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.23*w, -3.04*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.17*w, 2.05*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.97*w, -0.04*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.25*w, -2.00*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.31*w, 3.08*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.94*w, -2.59*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.37*w, 0.64*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.13*w, 1.93*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.03*w, -3.65*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.60*w, 3.17*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.14*w, -1.19*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.00*w, -1.19*h)));\n}\nelse {\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.85*w, 0.36*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.52*w, -1.14*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.46*w, 1.42*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.46*w, -0.83*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.79*w, -0.42*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.11*w, 1.62*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.29*w, -2.07*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.69*w, 1.39*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.28*w, 0.12*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.65*w, -1.69*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.08*w, 2.44*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.63*w, -1.90*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.55*w, 0.31*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.13*w, 1.52*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.56*w, -2.61*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.38*w, 2.34*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.64*w, -0.81*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.53*w, -1.21*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.06*w, 2.63*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.00*w, -2.69*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.59*w, 1.32*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.82*w, 0.78*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.57*w, -2.50*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.54*w, 2.93*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.39*w, -1.81*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.01*w, -0.28*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.04*w, 2.25*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.02*w, -3.05*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.09*w, 2.25*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.07*w, -0.25*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.44*w, -1.90*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.52*w, 3.05*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.68*w, -2.61*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.01*w, 0.79*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.76*w, 1.46*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.05*w, -2.94*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.21*w, 2.88*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.84*w, -1.30*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.98*w, -0.96*h)));\n}\n\nblurred /= 39.0;\n\ngl_FragColor = blurred;\n\n}",
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) {\nreturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\nconst vec2 d = vec2(0.0, 1.0);\nvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\nreturn 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{\nfloat val = 0.0;\nfloat freq = 1.0;\nfor (int i = 0; i < 4; i++)\n{\nval += abs(noise(P*freq) / freq);\nfreq *= 2.07;\n}\nreturn val;\n}\n\nfloat round(float number){\nreturn sign(number)*floor(abs(number) + 0.5);\n}\n\nvec3 marble_color(float x)\n{\nvec3 col;\nx = 0.5*(x + 1.);\nx = sqrt(x);\nx = sqrt(x);\nx = sqrt(x);\ncol = vec3(.2 + .75*x);\ncol.b *= 0.95;\nreturn col;\n}\n\nvoid main()\n{\nfloat brickW = 1.0 / numberOfTilesWidth;\nfloat brickH = 1.0 / numberOfTilesHeight;\nfloat jointWPercentage = 0.01;\nfloat jointHPercentage = 0.01;\nvec3 color = brickColor;\nfloat yi = vUV.y / brickH;\nfloat nyi = round(yi);\nfloat xi = vUV.x / brickW;\n\nif (mod(floor(yi), 2.0) == 0.0){\nxi = xi - 0.5;\n}\n\nfloat nxi = round(xi);\nvec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\n\nif (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\ncolor = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\n}\nelse if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\ncolor = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\n}\nelse {\nfloat t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0));\nt += amplitude * turbulence(brickvUV.xy);\nt = sin(t);\ncolor = marble_color(t);\n}\n\ngl_FragColor = vec4(color, 0.0);\n}",
oculusDistortionCorrectionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\n\nvec2 HmdWarp(vec2 in01) {\n\nvec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]\nfloat rSq = theta.x * theta.x + theta.y * theta.y;\nvec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\nreturn LensCenter + Scale * rvector;\n}\n\nvoid main(void)\n{\nvec2 tc = HmdWarp(vUV);\nif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\ngl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\nelse{\ngl_FragColor = vec4(texture2D(textureSampler, tc).rgb, 1.0);\n}\n}",
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\nif (texture2D(diffuseSampler, vUV).a < 0.4)\ndiscard;\n#endif\n\ngl_FragColor = color;\n}",
outlineVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec3 position;\nattribute vec3 normal;\n\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\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\nmat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\nmat4 finalWorld = world;\n#endif\n\nvec3 offsetPosition = position + normal * offset;\n\n#ifdef BONES\nmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\nmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\nmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\nmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\nfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\ngl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\n#else\ngl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\n#endif\n\n#ifdef ALPHATEST\n#ifdef UV1\nvUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n#endif\n#ifdef UV2\nvUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n#endif\n#endif\n}",
particlesPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\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\nif (fClipDistance > 0.0)\ndiscard;\n#endif\nvec4 baseColor = texture2D(diffuseSampler, vUV);\n\ngl_FragColor = (baseColor * textureMask + (vec4(1., 1., 1., 1.) - textureMask)) * vColor;\n}",
particlesVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec3 position;\nattribute vec4 color;\nattribute vec4 options;\n\nuniform mat4 view;\nuniform mat4 projection;\n\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) {\nvec3 viewPos = (view * vec4(position, 1.0)).xyz;\nvec3 cornerPos;\nfloat size = options.y;\nfloat angle = options.x;\nvec2 offset = options.zw;\n\ncornerPos = vec3(offset.x - 0.5, offset.y  - 0.5, 0.) * size;\n\nvec3 rotatedCorner;\nrotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\nrotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\nrotatedCorner.z = 0.;\n\nviewPos += rotatedCorner;\ngl_Position = projection * vec4(viewPos, 1.0);\n\nvColor = color;\nvUV = offset;\n\n#ifdef CLIPPLANE\nvec4 worldPos = invView * vec4(viewPos, 1.0);\nfClipDistance = dot(worldPos, vClipPlane);\n#endif\n}",
passPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nvoid main(void)\n{\ngl_FragColor = texture2D(textureSampler, vUV);\n}",
postprocessVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec2 position;\n\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) {\n\nvUV = position * madd + madd;\ngl_Position = vec4(position, 0.0, 1.0);\n}",
proceduralVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec2 position;\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) {\nvPosition = position;\nvUV = position * madd + madd;\ngl_Position = vec4(position, 0.0, 1.0);\n}",
refractionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\n\nvoid main() {\nfloat ref = 1.0 - texture2D(refractionSampler, vUV).r;\n\nvec2 uv = vUV - vec2(0.5);\nvec2 offset = uv * depth * ref;\nvec3 sourceColor = texture2D(textureSampler, vUV - offset).rgb;\n\ngl_FragColor = vec4(sourceColor + sourceColor * ref * colorLevel, 1.0);\n}",
roadPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform vec3 roadColor;\n\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\nconst vec2 d = vec2(0.0, 1.0);\nvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\nreturn 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) {\nfloat total = 0.0, amplitude = 1.0;\nfor (int i = 0; i < 4; i++) {\ntotal += noise(n) * amplitude;\nn += n;\namplitude *= 0.5;\n}\nreturn total;\n}\n\nvoid main(void) {\nfloat ratioy = mod(gl_FragCoord.y * 100.0 , fbm(vUV * 2.0));\nvec3 color = roadColor * ratioy;\ngl_FragColor = vec4(color, 1.0);\n}",
shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\nconst vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\nconst vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\n\nvec4 res = fract(depth * bit_shift);\nres -= res.xxyz * bit_mask;\n\nreturn res;\n}\n\nvec2 packHalf(float depth)\n{\nconst vec2 bitOffset = vec2(1.0 / 255., 0.);\nvec2 color = vec2(depth, fract(depth * 255.));\n\nreturn color - (color.yy * bitOffset);\n}\n\nvarying vec4 vPosition;\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler, vUV).a < 0.4)\ndiscard;\n#endif\nfloat depth = vPosition.z / vPosition.w;\ndepth = depth * 0.5 + 0.5;\n\n#ifdef VSM\nfloat moment1 = depth;\nfloat moment2 = moment1 * moment1;\n\ngl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\ngl_FragColor = pack(depth);\n#endif\n}",
shadowMapVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec3 position;\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\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\nvarying vec4 vPosition;\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\nmat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\nmat4 finalWorld = world;\n#endif\n\n#ifdef BONES\nmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\nmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\nmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\nmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\nfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\n#endif\n\nvPosition = viewProjection * finalWorld * vec4(position, 1.0);\ngl_Position = vPosition;\n\n#ifdef ALPHATEST\n#ifdef UV1\nvUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n#endif\n#ifdef UV2\nvUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n#endif\n#endif\n}",
spritesPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform bool alphaTest;\n\nvarying vec4 vColor;\n\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\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{\nfloat fogCoeff = 1.0;\nfloat fogStart = vFogInfos.y;\nfloat fogEnd = vFogInfos.z;\nfloat fogDensity = vFogInfos.w;\n\nif (FOGMODE_LINEAR == vFogInfos.x)\n{\nfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n}\nelse if (FOGMODE_EXP == vFogInfos.x)\n{\nfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n}\nelse if (FOGMODE_EXP2 == vFogInfos.x)\n{\nfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n}\n\nreturn min(1., max(0., fogCoeff));\n}\n#endif\n\n\nvoid main(void) {\nvec4 baseColor = texture2D(diffuseSampler, vUV);\n\nif (alphaTest)\n{\nif (baseColor.a < 0.95)\ndiscard;\n}\n\nbaseColor *= vColor;\n\n#ifdef FOG\nfloat fog = CalcFogFactor();\nbaseColor.rgb = fog * baseColor.rgb + (1.0 - fog) * vFogColor;\n#endif\n\ngl_FragColor = baseColor;\n}",
spritesVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec4 position;\nattribute vec4 options;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\nuniform vec2 textureInfos;\nuniform mat4 view;\nuniform mat4 projection;\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\nvoid main(void) {\nvec3 viewPos = (view * vec4(position.xyz, 1.0)).xyz;\nvec2 cornerPos;\n\nfloat angle = position.w;\nvec2 size = vec2(options.x, options.y);\nvec2 offset = options.zw;\nvec2 uvScale = textureInfos.xy;\n\ncornerPos = vec2(offset.x - 0.5, offset.y  - 0.5) * size;\n\nvec3 rotatedCorner;\nrotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\nrotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\nrotatedCorner.z = 0.;\n\nviewPos += rotatedCorner;\ngl_Position = projection * vec4(viewPos, 1.0);\n\nvColor = color;\n\nvec2 uvOffset = vec2(abs(offset.x - cellInfo.x), 1.0 - abs(offset.y - cellInfo.y));\n\nvUV = (uvOffset + cellInfo.zw) * uvScale;\n\n#ifdef FOG\nfFogDistance = viewPos.z;\n#endif\n}",
ssaoPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define SAMPLES 16\n\nuniform sampler2D textureSampler;\nuniform sampler2D randomSampler;\n\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[16];\n\nuniform float totalStrength;\nuniform float radius;\nuniform float area;\nuniform float fallOff;\n\nvarying vec2 vUV;\n\nconst vec2 offset1 = vec2(0.0, 0.001);\nconst vec2 offset2 = vec2(0.001, 0.0);\n\nvec3 normalFromDepth(const float depth, const vec2 coords) {\nfloat depth1 = texture2D(textureSampler, coords + offset1).r;\nfloat depth2 = texture2D(textureSampler, coords + offset2).r;\n\nvec3 p1 = vec3(offset1, depth1 - depth);\nvec3 p2 = vec3(offset2, depth2 - depth);\n\nvec3 normal = cross(p1, p2);\nnormal.z = -normal.z;\n\nreturn normalize(normal);\n}\n\nvoid main(void)\n{\nconst float base = 0.2;\n\nvec3 random = texture2D(randomSampler, vUV * randTextureTiles).rgb;\nfloat depth = texture2D(textureSampler, vUV).r;\nvec3 position = vec3(vUV, depth);\nvec3 normal = normalFromDepth(depth, vUV);\nfloat radiusDepth = radius / depth;\nfloat occlusion = 0.0;\n\nvec3 ray;\nvec3 hemiRay;\nfloat occlusionDepth;\nfloat difference;\n\nfor (int i = 0; i < SAMPLES; i++)\n{\nray = radiusDepth * reflect(sampleSphere[i], random);\nhemiRay = position + sign(dot(ray, normal)) * ray;\n\nocclusionDepth = texture2D(textureSampler, clamp(hemiRay.xy, 0.0, 1.0)).r;\ndifference = depth - occlusionDepth;\n\nocclusion += step(fallOff, difference) * (1.0 - smoothstep(fallOff, area, difference));\n}\n\nfloat ao = 1.0 - totalStrength * occlusion * samplesFactor;\n\nfloat result = clamp(ao + base, 0.0, 1.0);\ngl_FragColor.r = result;\ngl_FragColor.g = result;\ngl_FragColor.b = result;\ngl_FragColor.a = 1.0;\n}",
ssaoCombinePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform sampler2D textureSampler;\nuniform sampler2D originalColor;\n\nvarying vec2 vUV;\n\nvoid main(void) {\ngl_FragColor = texture2D(originalColor, vUV) * texture2D(textureSampler, vUV);\n}",
volumetricLightScatteringPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform sampler2D textureSampler;\nuniform sampler2D lightScatteringSampler;\n\nuniform float decay;\nuniform float exposure;\nuniform float weight;\nuniform float density;\nuniform vec2 meshPositionOnScreen;\n\nvarying vec2 vUV;\n\nvoid main(void) {\nvec2 tc = vUV;\nvec2 deltaTexCoord = (tc - meshPositionOnScreen.xy);\ndeltaTexCoord *= 1.0 / float(NUM_SAMPLES) * density;\n\nfloat illuminationDecay = 1.0;\n\nvec4 color = texture2D(lightScatteringSampler, tc) * 0.4;\n\nfor(int i=0; i < NUM_SAMPLES; i++) {\ntc -= deltaTexCoord;\nvec4 sample = texture2D(lightScatteringSampler, tc) * 0.4;\nsample *= illuminationDecay * weight;\ncolor += sample;\nilluminationDecay *= decay;\n}\n\nvec4 realColor = texture2D(textureSampler, vUV);\ngl_FragColor = ((vec4((vec3(color.r, color.g, color.b) * exposure), 1)) + (realColor * (1.5 - 0.4)));\n}",
volumetricLightScatteringPassPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#if defined(ALPHATEST) || defined(BASIC_RENDER) || defined(OPACITY)\nvarying vec2 vUV;\n#endif\n\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\nuniform sampler2D diffuseSampler;\n#endif\n\n#if defined(OPACITY)\nuniform sampler2D opacitySampler;\nuniform float opacityLevel;\n#endif\n\nvoid main(void)\n{\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\nvec4 diffuseColor = texture2D(diffuseSampler, vUV);\n#endif\n\n#ifdef ALPHATEST\nif (diffuseColor.a < 0.4)\ndiscard;\n#endif\n\n#ifdef OPACITY\nvec4 opacityColor = texture2D(opacitySampler, vUV);\nfloat alpha = 1.0;\n\n#ifdef OPACITYRGB\nopacityColor.rgb = opacityColor.rgb * vec3(0.3, 0.59, 0.11);\nalpha *= (opacityColor.x + opacityColor.y + opacityColor.z) * opacityLevel;\n#else\nalpha *= opacityColor.a * opacityLevel;\n#endif\n\n#if defined(BASIC_RENDER)\ngl_FragColor = vec4(diffuseColor.rgb, alpha);\n#else\ngl_FragColor = vec4(0.0, 0.0, 0.0, alpha);\n#endif\n\ngl_FragColor.a = alpha;\n#else\n#ifndef BASIC_RENDER\ngl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n#else\ngl_FragColor = diffuseColor;\n#endif\n#endif\n\n}",
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) {\nreturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\nconst vec2 d = vec2(0.0, 1.0);\nvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\nreturn 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) {\nfloat total = 0.0, amplitude = 1.0;\nfor (int i = 0; i < 4; i++) {\ntotal += noise(n) * amplitude;\nn += n;\namplitude *= 0.5;\n}\nreturn total;\n}\n\nvoid main(void) {\nfloat ratioy = mod(vUV.x * ampScale, 2.0 + fbm(vUV * 0.8));\nvec3 wood = woodColor * ratioy;\ngl_FragColor = vec4(wood, 1.0);\n}",
};
        return Effect;
    })();
    BABYLON.Effect = Effect;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.effect.js.mapvar BABYLON;
(function (BABYLON) {
    var Material = (function () {
        function Material(name, scene, doNotAdd) {
            this.name = name;
            this.checkReadyOnEveryCall = true;
            this.checkReadyOnlyOnce = false;
            this.state = "";
            this.alpha = 1.0;
            this.backFaceCulling = true;
            this._wasPreviouslyReady = false;
            this._fillMode = Material.TriangleFillMode;
            this.pointSize = 1.0;
            this.zOffset = 0;
            this.id = name;
            this._scene = scene;
            if (!doNotAdd) {
                scene.materials.push(this);
            }
        }
        Object.defineProperty(Material, "TriangleFillMode", {
            get: function () {
                return Material._TriangleFillMode;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Material, "WireFrameFillMode", {
            get: function () {
                return Material._WireFrameFillMode;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Material, "PointFillMode", {
            get: function () {
                return Material._PointFillMode;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Material.prototype, "wireframe", {
            get: function () {
                return this._fillMode === Material.WireFrameFillMode;
            },
            set: function (value) {
                this._fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Material.prototype, "pointsCloud", {
            get: function () {
                return this._fillMode === Material.PointFillMode;
            },
            set: function (value) {
                this._fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Material.prototype, "fillMode", {
            get: function () {
                return this._fillMode;
            },
            set: function (value) {
                this._fillMode = value;
            },
            enumerable: true,
            configurable: true
        });
        Material.prototype.isReady = function (mesh, useInstances) {
            return true;
        };
        Material.prototype.getEffect = function () {
            return this._effect;
        };
        Material.prototype.getScene = function () {
            return this._scene;
        };
        Material.prototype.needAlphaBlending = function () {
            return (this.alpha < 1.0);
        };
        Material.prototype.needAlphaTesting = function () {
            return false;
        };
        Material.prototype.getAlphaTestTexture = function () {
            return null;
        };
        Material.prototype.trackCreation = function (onCompiled, onError) {
        };
        Material.prototype._preBind = function () {
            var engine = this._scene.getEngine();
            engine.enableEffect(this._effect);
            engine.setState(this.backFaceCulling, this.zOffset);
        };
        Material.prototype.bind = function (world, mesh) {
            this._scene._cachedMaterial = this;
            if (this.onBind) {
                this.onBind(this);
            }
        };
        Material.prototype.bindOnlyWorldMatrix = function (world) {
        };
        Material.prototype.unbind = function () {
        };
        Material.prototype.dispose = function (forceDisposeEffect) {
            // Remove from scene
            var index = this._scene.materials.indexOf(this);
            this._scene.materials.splice(index, 1);
            // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
            if (forceDisposeEffect && this._effect) {
                this._scene.getEngine()._releaseEffect(this._effect);
                this._effect = null;
            }
            // Callback
            if (this.onDispose) {
                this.onDispose();
            }
        };
        Material._TriangleFillMode = 0;
        Material._WireFrameFillMode = 1;
        Material._PointFillMode = 2;
        return Material;
    })();
    BABYLON.Material = Material;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.material.js.map
var BABYLON;
(function (BABYLON) {
    var maxSimultaneousLights = 4;
    var FresnelParameters = (function () {
        function FresnelParameters() {
            this.isEnabled = true;
            this.leftColor = BABYLON.Color3.White();
            this.rightColor = BABYLON.Color3.Black();
            this.bias = 0;
            this.power = 1;
        }
        return FresnelParameters;
    })();
    BABYLON.FresnelParameters = FresnelParameters;
    var StandardMaterial = (function (_super) {
        __extends(StandardMaterial, _super);
        function StandardMaterial(name, scene) {
            var _this = this;
            _super.call(this, name, scene);
            this.ambientColor = new BABYLON.Color3(0, 0, 0);
            this.diffuseColor = new BABYLON.Color3(1, 1, 1);
            this.specularColor = new BABYLON.Color3(1, 1, 1);
            this.specularPower = 64;
            this.emissiveColor = new BABYLON.Color3(0, 0, 0);
            this.useAlphaFromDiffuseTexture = false;
            this.useSpecularOverAlpha = true;
            this.fogEnabled = true;
            this._cachedDefines = null;
            this._renderTargets = new BABYLON.SmartArray(16);
            this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
            this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
            this._scaledDiffuse = new BABYLON.Color3();
            this._scaledSpecular = new BABYLON.Color3();
            this.getRenderTargetTextures = function () {
                _this._renderTargets.reset();
                if (_this.reflectionTexture && _this.reflectionTexture.isRenderTarget) {
                    _this._renderTargets.push(_this.reflectionTexture);
                }
                return _this._renderTargets;
            };
        }
        StandardMaterial.prototype.needAlphaBlending = function () {
            return (this.alpha < 1.0) || (this.opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled;
        };
        StandardMaterial.prototype.needAlphaTesting = function () {
            return this.diffuseTexture != null && this.diffuseTexture.hasAlpha && !this.diffuseTexture.getAlphaFromRGB;
        };
        StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
            return this.diffuseTexture != null && this.diffuseTexture.hasAlpha && this.useAlphaFromDiffuseTexture;
        };
        StandardMaterial.prototype.getAlphaTestTexture = function () {
            return this.diffuseTexture;
        };
        // Methods   
        StandardMaterial.prototype.isReady = function (mesh, useInstances) {
            if (this.checkReadyOnlyOnce) {
                if (this._wasPreviouslyReady) {
                }
            }
            var scene = this.getScene();
            if (!this.checkReadyOnEveryCall) {
                if (this._renderId === scene.getRenderId()) {
                }
            }
            var engine = scene.getEngine();
            var defines = [];
            var fallbacks = new BABYLON.EffectFallbacks();
            var needNormals = false;
            var needUVs = false;
            // Textures
            if (scene.texturesEnabled) {
                if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
                    if (!this.diffuseTexture.isReady()) {
                        return false;
                    }
                    else {
                        needUVs = true;
                        defines.push("#define DIFFUSE");
                    }
                }
                if (this.ambientTexture && StandardMaterial.AmbientTextureEnabled) {
                    if (!this.ambientTexture.isReady()) {
                        return false;
                    }
                    else {
                        needUVs = true;
                        defines.push("#define AMBIENT");
                    }
                }
                if (this.opacityTexture && StandardMaterial.OpacityTextureEnabled) {
                    if (!this.opacityTexture.isReady()) {
                        return false;
                    }
                    else {
                        needUVs = true;
                        defines.push("#define OPACITY");
                        if (this.opacityTexture.getAlphaFromRGB) {
                            defines.push("#define OPACITYRGB");
                        }
                    }
                }
                if (this.reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
                    if (!this.reflectionTexture.isReady()) {
                        return false;
                    }
                    else {
                        needNormals = true;
                        needUVs = true;
                        defines.push("#define REFLECTION");
                        fallbacks.addFallback(0, "REFLECTION");
                    }
                }
                if (this.emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
                    if (!this.emissiveTexture.isReady()) {
                        return false;
                    }
                    else {
                        needUVs = true;
                        defines.push("#define EMISSIVE");
                    }
                }
                if (this.specularTexture && StandardMaterial.SpecularTextureEnabled) {
                    if (!this.specularTexture.isReady()) {
                        return false;
                    }
                    else {
                        needUVs = true;
                        defines.push("#define SPECULAR");
                        fallbacks.addFallback(0, "SPECULAR");
                    }
                }
            }
            if (scene.getEngine().getCaps().standardDerivatives && this.bumpTexture && StandardMaterial.BumpTextureEnabled) {
                if (!this.bumpTexture.isReady()) {
                    return false;
                }
                else {
                    needUVs = true;
                    defines.push("#define BUMP");
                    fallbacks.addFallback(0, "BUMP");
                }
            }
            // Effect
            if (this.useSpecularOverAlpha) {
                defines.push("#define SPECULAROVERALPHA");
                fallbacks.addFallback(0, "SPECULAROVERALPHA");
            }
            if (scene.clipPlane) {
                defines.push("#define CLIPPLANE");
            }
            if (engine.getAlphaTesting()) {
                defines.push("#define ALPHATEST");
            }
            if (this._shouldUseAlphaFromDiffuseTexture()) {
                defines.push("#define ALPHAFROMDIFFUSE");
            }
            // Point size
            if (this.pointsCloud || scene.forcePointsCloud) {
                defines.push("#define POINTSIZE");
            }
            // Fog
            if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
                defines.push("#define FOG");
                fallbacks.addFallback(1, "FOG");
            }
            var shadowsActivated = false;
            var lightIndex = 0;
            if (scene.lightsEnabled) {
                for (var index = 0; index < scene.lights.length; index++) {
                    var light = scene.lights[index];
                    if (!light.isEnabled()) {
                        continue;
                    }
                    // Excluded check
                    if (light._excludedMeshesIds.length > 0) {
                        for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
                            var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
                            if (excludedMesh) {
                                light.excludedMeshes.push(excludedMesh);
                            }
                        }
                        light._excludedMeshesIds = [];
                    }
                    // Included check
                    if (light._includedOnlyMeshesIds.length > 0) {
                        for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
                            var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
                            if (includedOnlyMesh) {
                                light.includedOnlyMeshes.push(includedOnlyMesh);
                            }
                        }
                        light._includedOnlyMeshesIds = [];
                    }
                    if (!light.canAffectMesh(mesh)) {
                        continue;
                    }
                    needNormals = true;
                    defines.push("#define LIGHT" + lightIndex);
                    if (lightIndex > 0) {
                        fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
                    }
                    var type;
                    if (light instanceof BABYLON.SpotLight) {
                        type = "#define SPOTLIGHT" + lightIndex;
                    }
                    else if (light instanceof BABYLON.HemisphericLight) {
                        type = "#define HEMILIGHT" + lightIndex;
                    }
                    else {
                        type = "#define POINTDIRLIGHT" + lightIndex;
                    }
                    defines.push(type);
                    if (lightIndex > 0) {
                        fallbacks.addFallback(lightIndex, type.replace("#define ", ""));
                    }
                    // Shadows
                    if (scene.shadowsEnabled) {
                        var shadowGenerator = light.getShadowGenerator();
                        if (mesh && mesh.receiveShadows && shadowGenerator) {
                            defines.push("#define SHADOW" + lightIndex);
                            fallbacks.addFallback(0, "SHADOW" + lightIndex);
                            if (!shadowsActivated) {
                                defines.push("#define SHADOWS");
                                shadowsActivated = true;
                            }
                            if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) {
                                defines.push("#define SHADOWVSM" + lightIndex);
                                if (lightIndex > 0) {
                                    fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
                                }
                            }
                            if (shadowGenerator.usePoissonSampling) {
                                defines.push("#define SHADOWPCF" + lightIndex);
                                if (lightIndex > 0) {
                                    fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
                                }
                            }
                        }
                    }
                    lightIndex++;
                    if (lightIndex === maxSimultaneousLights)
                        break;
                }
            }
            if (StandardMaterial.FresnelEnabled) {
                // Fresnel
                if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled || this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled || this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
                    var fresnelRank = 1;
                    if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
                        defines.push("#define DIFFUSEFRESNEL");
                        fallbacks.addFallback(fresnelRank, "DIFFUSEFRESNEL");
                        fresnelRank++;
                    }
                    if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
                        defines.push("#define OPACITYFRESNEL");
                        fallbacks.addFallback(fresnelRank, "OPACITYFRESNEL");
                        fresnelRank++;
                    }
                    if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
                        defines.push("#define REFLECTIONFRESNEL");
                        fallbacks.addFallback(fresnelRank, "REFLECTIONFRESNEL");
                        fresnelRank++;
                    }
                    if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
                        defines.push("#define EMISSIVEFRESNEL");
                        fallbacks.addFallback(fresnelRank, "EMISSIVEFRESNEL");
                        fresnelRank++;
                    }
                    needNormals = true;
                    defines.push("#define FRESNEL");
                    fallbacks.addFallback(fresnelRank - 1, "FRESNEL");
                }
            }
            // Attribs
            var attribs = [BABYLON.VertexBuffer.PositionKind];
            if (mesh) {
                if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
                    attribs.push(BABYLON.VertexBuffer.NormalKind);
                    defines.push("#define NORMAL");
                }
                if (needUVs) {
                    if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
                        attribs.push(BABYLON.VertexBuffer.UVKind);
                        defines.push("#define UV1");
                    }
                    if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
                        attribs.push(BABYLON.VertexBuffer.UV2Kind);
                        defines.push("#define UV2");
                    }
                }
                if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
                    attribs.push(BABYLON.VertexBuffer.ColorKind);
                    defines.push("#define VERTEXCOLOR");
                    if (mesh.hasVertexAlpha) {
                        defines.push("#define VERTEXALPHA");
                    }
                }
                if (mesh.useBones) {
                    attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
                    attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
                    defines.push("#define BONES");
                    defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
                    defines.push("#define BONES4");
                    fallbacks.addFallback(0, "BONES4");
                }
                // Instances
                if (useInstances) {
                    defines.push("#define INSTANCES");
                    attribs.push("world0");
                    attribs.push("world1");
                    attribs.push("world2");
                    attribs.push("world3");
                }
            }
            // Get correct effect      
            var join = defines.join("\n");
            if (this._cachedDefines !== join) {
                this._cachedDefines = join;
                scene.resetCachedMaterial();
                // Legacy browser patch
                var shaderName = "default";
                if (!scene.getEngine().getCaps().standardDerivatives) {
                    shaderName = "legacydefault";
                }
                this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor", "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0", "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1", "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2", "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3", "vFogInfos", "vFogColor", "pointSize", "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "mBones", "vClipPlane", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3", "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor"], ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler", "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3"], join, fallbacks, this.onCompiled, this.onError);
            }
            if (!this._effect.isReady()) {
                return false;
            }
            this._renderId = scene.getRenderId();
            this._wasPreviouslyReady = true;
            return true;
        };
        StandardMaterial.prototype.unbind = function () {
            if (this.reflectionTexture && this.reflectionTexture.isRenderTarget) {
                this._effect.setTexture("reflection2DSampler", null);
            }
        };
        StandardMaterial.prototype.bindOnlyWorldMatrix = function (world) {
            this._effect.setMatrix("world", world);
        };
        StandardMaterial.prototype.bind = function (world, mesh) {
            var scene = this.getScene();
            // Matrices        
            this.bindOnlyWorldMatrix(world);
            this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
            // Bones
            if (mesh && mesh.useBones) {
                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
            }
            if (scene.getCachedMaterial() !== this) {
                if (StandardMaterial.FresnelEnabled) {
                    // Fresnel
                    if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
                        this._effect.setColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
                        this._effect.setColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
                    }
                    if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
                        this._effect.setColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
                    }
                    if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
                        this._effect.setColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
                        this._effect.setColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
                    }
                    if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
                        this._effect.setColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
                        this._effect.setColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
                    }
                }
                // Textures        
                if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
                    this._effect.setTexture("diffuseSampler", this.diffuseTexture);
                    this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
                    this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
                }
                if (this.ambientTexture && StandardMaterial.AmbientTextureEnabled) {
                    this._effect.setTexture("ambientSampler", this.ambientTexture);
                    this._effect.setFloat2("vAmbientInfos", this.ambientTexture.coordinatesIndex, this.ambientTexture.level);
                    this._effect.setMatrix("ambientMatrix", this.ambientTexture.getTextureMatrix());
                }
                if (this.opacityTexture && StandardMaterial.OpacityTextureEnabled) {
                    this._effect.setTexture("opacitySampler", this.opacityTexture);
                    this._effect.setFloat2("vOpacityInfos", this.opacityTexture.coordinatesIndex, this.opacityTexture.level);
                    this._effect.setMatrix("opacityMatrix", this.opacityTexture.getTextureMatrix());
                }
                if (this.reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
                    if (this.reflectionTexture.isCube) {
                        this._effect.setTexture("reflectionCubeSampler", this.reflectionTexture);
                    }
                    else {
                        this._effect.setTexture("reflection2DSampler", this.reflectionTexture);
                    }
                    this._effect.setMatrix("reflectionMatrix", this.reflectionTexture.getReflectionTextureMatrix());
                    this._effect.setFloat3("vReflectionInfos", this.reflectionTexture.coordinatesMode, this.reflectionTexture.level, this.reflectionTexture.isCube ? 1 : 0);
                }
                if (this.emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
                    this._effect.setTexture("emissiveSampler", this.emissiveTexture);
                    this._effect.setFloat2("vEmissiveInfos", this.emissiveTexture.coordinatesIndex, this.emissiveTexture.level);
                    this._effect.setMatrix("emissiveMatrix", this.emissiveTexture.getTextureMatrix());
                }
                if (this.specularTexture && StandardMaterial.SpecularTextureEnabled) {
                    this._effect.setTexture("specularSampler", this.specularTexture);
                    this._effect.setFloat2("vSpecularInfos", this.specularTexture.coordinatesIndex, this.specularTexture.level);
                    this._effect.setMatrix("specularMatrix", this.specularTexture.getTextureMatrix());
                }
                if (this.bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
                    this._effect.setTexture("bumpSampler", this.bumpTexture);
                    this._effect.setFloat2("vBumpInfos", this.bumpTexture.coordinatesIndex, 1.0 / this.bumpTexture.level);
                    this._effect.setMatrix("bumpMatrix", this.bumpTexture.getTextureMatrix());
                }
                // Clip plane
                if (scene.clipPlane) {
                    var clipPlane = scene.clipPlane;
                    this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
                }
                // Point size
                if (this.pointsCloud) {
                    this._effect.setFloat("pointSize", this.pointSize);
                }
                // Colors
                scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
                // Scaling down color according to emissive
                this._scaledSpecular.r = this.specularColor.r * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.r);
                this._scaledSpecular.g = this.specularColor.g * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.g);
                this._scaledSpecular.b = this.specularColor.b * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.b);
                this._effect.setVector3("vEyePosition", scene.activeCamera.position);
                this._effect.setColor3("vAmbientColor", this._globalAmbientColor);
                this._effect.setColor4("vSpecularColor", this._scaledSpecular, this.specularPower);
                this._effect.setColor3("vEmissiveColor", this.emissiveColor);
            }
            // Scaling down color according to emissive
            this._scaledDiffuse.r = this.diffuseColor.r * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.r);
            this._scaledDiffuse.g = this.diffuseColor.g * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.g);
            this._scaledDiffuse.b = this.diffuseColor.b * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.b);
            this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
            if (scene.lightsEnabled) {
                var lightIndex = 0;
                for (var index = 0; index < scene.lights.length; index++) {
                    var light = scene.lights[index];
                    if (!light.isEnabled()) {
                        continue;
                    }
                    if (!light.canAffectMesh(mesh)) {
                        continue;
                    }
                    if (light instanceof BABYLON.PointLight) {
                        // Point Light
                        light.transferToEffect(this._effect, "vLightData" + lightIndex);
                    }
                    else if (light instanceof BABYLON.DirectionalLight) {
                        // Directional Light
                        light.transferToEffect(this._effect, "vLightData" + lightIndex);
                    }
                    else if (light instanceof BABYLON.SpotLight) {
                        // Spot Light
                        light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
                    }
                    else if (light instanceof BABYLON.HemisphericLight) {
                        // Hemispheric Light
                        light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
                    }
                    light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
                    light.specular.scaleToRef(light.intensity, this._scaledSpecular);
                    this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
                    this._effect.setColor3("vLightSpecular" + lightIndex, this._scaledSpecular);
                    // Shadows
                    if (scene.shadowsEnabled) {
                        var shadowGenerator = light.getShadowGenerator();
                        if (mesh.receiveShadows && shadowGenerator) {
                            this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
                            this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
                            this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias);
                        }
                    }
                    lightIndex++;
                    if (lightIndex === maxSimultaneousLights)
                        break;
                }
            }
            // View
            if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this.reflectionTexture) {
                this._effect.setMatrix("view", scene.getViewMatrix());
            }
            // Fog
            if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
                this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
                this._effect.setColor3("vFogColor", scene.fogColor);
            }
            _super.prototype.bind.call(this, world, mesh);
        };
        StandardMaterial.prototype.getAnimatables = function () {
            var results = [];
            if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
                results.push(this.diffuseTexture);
            }
            if (this.ambientTexture && this.ambientTexture.animations && this.ambientTexture.animations.length > 0) {
                results.push(this.ambientTexture);
            }
            if (this.opacityTexture && this.opacityTexture.animations && this.opacityTexture.animations.length > 0) {
                results.push(this.opacityTexture);
            }
            if (this.reflectionTexture && this.reflectionTexture.animations && this.reflectionTexture.animations.length > 0) {
                results.push(this.reflectionTexture);
            }
            if (this.emissiveTexture && this.emissiveTexture.animations && this.emissiveTexture.animations.length > 0) {
                results.push(this.emissiveTexture);
            }
            if (this.specularTexture && this.specularTexture.animations && this.specularTexture.animations.length > 0) {
                results.push(this.specularTexture);
            }
            if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
                results.push(this.bumpTexture);
            }
            return results;
        };
        StandardMaterial.prototype.dispose = function (forceDisposeEffect) {
            if (this.diffuseTexture) {
                this.diffuseTexture.dispose();
            }
            if (this.ambientTexture) {
                this.ambientTexture.dispose();
            }
            if (this.opacityTexture) {
                this.opacityTexture.dispose();
            }
            if (this.reflectionTexture) {
                this.reflectionTexture.dispose();
            }
            if (this.emissiveTexture) {
                this.emissiveTexture.dispose();
            }
            if (this.specularTexture) {
                this.specularTexture.dispose();
            }
            if (this.bumpTexture) {
                this.bumpTexture.dispose();
            }
            _super.prototype.dispose.call(this, forceDisposeEffect);
        };
        StandardMaterial.prototype.clone = function (name) {
            var newStandardMaterial = new StandardMaterial(name, this.getScene());
            // Base material
            newStandardMaterial.checkReadyOnEveryCall = this.checkReadyOnEveryCall;
            newStandardMaterial.alpha = this.alpha;
            newStandardMaterial.fillMode = this.fillMode;
            newStandardMaterial.backFaceCulling = this.backFaceCulling;
            // Standard material
            if (this.diffuseTexture && this.diffuseTexture.clone) {
                newStandardMaterial.diffuseTexture = this.diffuseTexture.clone();
            }
            if (this.ambientTexture && this.ambientTexture.clone) {
                newStandardMaterial.ambientTexture = this.ambientTexture.clone();
            }
            if (this.opacityTexture && this.opacityTexture.clone) {
                newStandardMaterial.opacityTexture = this.opacityTexture.clone();
            }
            if (this.reflectionTexture && this.reflectionTexture.clone) {
                newStandardMaterial.reflectionTexture = this.reflectionTexture.clone();
            }
            if (this.emissiveTexture && this.emissiveTexture.clone) {
                newStandardMaterial.emissiveTexture = this.emissiveTexture.clone();
            }
            if (this.specularTexture && this.specularTexture.clone) {
                newStandardMaterial.specularTexture = this.specularTexture.clone();
            }
            if (this.bumpTexture && this.bumpTexture.clone) {
                newStandardMaterial.bumpTexture = this.bumpTexture.clone();
            }
            newStandardMaterial.ambientColor = this.ambientColor.clone();
            newStandardMaterial.diffuseColor = this.diffuseColor.clone();
            newStandardMaterial.specularColor = this.specularColor.clone();
            newStandardMaterial.specularPower = this.specularPower;
            newStandardMaterial.emissiveColor = this.emissiveColor.clone();
            return newStandardMaterial;
        };
        // Statics
        // Flags used to enable or disable a type of texture for all Standard Materials
        StandardMaterial.DiffuseTextureEnabled = true;
        StandardMaterial.AmbientTextureEnabled = true;
        StandardMaterial.OpacityTextureEnabled = true;
        StandardMaterial.ReflectionTextureEnabled = true;
        StandardMaterial.EmissiveTextureEnabled = true;
        StandardMaterial.SpecularTextureEnabled = true;
        StandardMaterial.BumpTextureEnabled = true;
        StandardMaterial.FresnelEnabled = true;
        return StandardMaterial;
    })(BABYLON.Material);
    BABYLON.StandardMaterial = StandardMaterial;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.standardMaterial.js.map
var BABYLON;
(function (BABYLON) {
    var MultiMaterial = (function (_super) {
        __extends(MultiMaterial, _super);
        function MultiMaterial(name, scene) {
            _super.call(this, name, scene, true);
            this.subMaterials = new Array();
            scene.multiMaterials.push(this);
        }
        // Properties
        MultiMaterial.prototype.getSubMaterial = function (index) {
            if (index < 0 || index >= this.subMaterials.length) {
                return this.getScene().defaultMaterial;
            }
            return this.subMaterials[index];
        };
        // Methods
        MultiMaterial.prototype.isReady = function (mesh) {
            for (var index = 0; index < this.subMaterials.length; index++) {
                var subMaterial = this.subMaterials[index];
                if (subMaterial) {
                    if (!this.subMaterials[index].isReady(mesh)) {
                        return false;
                    }
                }
            }
            return true;
        };
        return MultiMaterial;
    })(BABYLON.Material);
    BABYLON.MultiMaterial = MultiMaterial;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.multiMaterial.js.mapvar BABYLON;
(function (BABYLON) {
    var Database = (function () {
        function Database(urlToScene, callbackManifestChecked) {
            // Handling various flavors of prefixed version of IndexedDB
            this.idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
            this.callbackManifestChecked = callbackManifestChecked;
            this.currentSceneUrl = BABYLON.Database.ReturnFullUrlLocation(urlToScene);
            this.db = null;
            this.enableSceneOffline = false;
            this.enableTexturesOffline = false;
            this.manifestVersionFound = 0;
            this.mustUpdateRessources = false;
            this.hasReachedQuota = false;
            this.checkManifestFile();
        }
        Database.prototype.checkManifestFile = function () {
            var _this = this;
            function noManifestFile() {
                //BABYLON.Tools.Log("Valid manifest file not found. Scene & textures will be loaded directly from the web server.");
                that.enableSceneOffline = false;
                that.enableTexturesOffline = false;
                that.callbackManifestChecked(false);
            }
            var that = this;
            var manifestURL = this.currentSceneUrl + ".manifest";
            var xhr = new XMLHttpRequest();
            var manifestURLTimeStamped = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + (new Date()).getTime();
            xhr.open("GET", manifestURLTimeStamped, true);
            xhr.addEventListener("load", function () {
                if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
                    try {
                        var manifestFile = JSON.parse(xhr.response);
                        _this.enableSceneOffline = manifestFile.enableSceneOffline;
                        _this.enableTexturesOffline = manifestFile.enableTexturesOffline;
                        if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
                            _this.manifestVersionFound = manifestFile.version;
                        }
                        if (_this.callbackManifestChecked) {
                            _this.callbackManifestChecked(true);
                        }
                    }
                    catch (ex) {
                        noManifestFile();
                    }
                }
                else {
                    noManifestFile();
                }
            }, false);
            xhr.addEventListener("error", function (event) {
                noManifestFile();
            }, false);
            try {
                xhr.send();
            }
            catch (ex) {
                BABYLON.Tools.Error("Error on XHR send request.");
                that.callbackManifestChecked(false);
            }
        };
        Database.prototype.openAsync = function (successCallback, errorCallback) {
            var _this = this;
            function handleError() {
                that.isSupported = false;
                if (errorCallback)
                    errorCallback();
            }
            var that = this;
            if (!this.idbFactory || !(this.enableSceneOffline || this.enableTexturesOffline)) {
                // Your browser doesn't support IndexedDB
                this.isSupported = false;
                if (errorCallback)
                    errorCallback();
            }
            else {
                // If the DB hasn't been opened or created yet
                if (!this.db) {
                    this.hasReachedQuota = false;
                    this.isSupported = true;
                    var request = this.idbFactory.open("babylonjs", 1);
                    // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
                    request.onerror = function (event) {
                        handleError();
                    };
                    // executes when a version change transaction cannot complete due to other active transactions
                    request.onblocked = function (event) {
                        BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
                        handleError();
                    };
                    // DB has been opened successfully
                    request.onsuccess = function (event) {
                        _this.db = request.result;
                        successCallback();
                    };
                    // Initialization of the DB. Creating Scenes & Textures stores
                    request.onupgradeneeded = function (event) {
                        _this.db = (event.target).result;
                        try {
                            var scenesStore = _this.db.createObjectStore("scenes", { keyPath: "sceneUrl" });
                            var versionsStore = _this.db.createObjectStore("versions", { keyPath: "sceneUrl" });
                            var texturesStore = _this.db.createObjectStore("textures", { keyPath: "textureUrl" });
                        }
                        catch (ex) {
                            BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
                            handleError();
                        }
                    };
                }
                else {
                    if (successCallback)
                        successCallback();
                }
            }
        };
        Database.prototype.loadImageFromDB = function (url, image) {
            var _this = this;
            var completeURL = Database.ReturnFullUrlLocation(url);
            var saveAndLoadImage = function () {
                if (!_this.hasReachedQuota && _this.db !== null) {
                    // the texture is not yet in the DB, let's try to save it
                    _this._saveImageIntoDBAsync(completeURL, image);
                }
                else {
                    image.src = url;
                }
            };
            if (!this.mustUpdateRessources) {
                this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
            }
            else {
                saveAndLoadImage();
            }
        };
        Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
            if (this.isSupported && this.db !== null) {
                var texture;
                var transaction = this.db.transaction(["textures"]);
                transaction.onabort = function (event) {
                    image.src = url;
                };
                transaction.oncomplete = function (event) {
                    var blobTextureURL;
                    if (texture) {
                        var URL = window.URL || window.webkitURL;
                        blobTextureURL = URL.createObjectURL(texture.data, { oneTimeOnly: true });
                        image.onerror = function () {
                            BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
                            image.src = url;
                        };
                        image.src = blobTextureURL;
                    }
                    else {
                        notInDBCallback();
                    }
                };
                var getRequest = transaction.objectStore("textures").get(url);
                getRequest.onsuccess = function (event) {
                    texture = (event.target).result;
                };
                getRequest.onerror = function (event) {
                    BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
                    image.src = url;
                };
            }
            else {
                BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
                image.src = url;
            }
        };
        Database.prototype._saveImageIntoDBAsync = function (url, image) {
            var _this = this;
            if (this.isSupported) {
                // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
                var generateBlobUrl = function () {
                    var blobTextureURL;
                    if (blob) {
                        var URL = window.URL || window.webkitURL;
                        try {
                            blobTextureURL = URL.createObjectURL(blob, { oneTimeOnly: true });
                        }
                        catch (ex) {
                            blobTextureURL = URL.createObjectURL(blob);
                        }
                    }
                    image.src = blobTextureURL;
                };
                if (Database.isUASupportingBlobStorage) {
                    var xhr = new XMLHttpRequest(), blob;
                    xhr.open("GET", url, true);
                    xhr.responseType = "blob";
                    xhr.addEventListener("load", function () {
                        if (xhr.status === 200) {
                            // Blob as response (XHR2)
                            blob = xhr.response;
                            var transaction = _this.db.transaction(["textures"], "readwrite");
                            // the transaction could abort because of a QuotaExceededError error
                            transaction.onabort = function (event) {
                                try {
                                    //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
                                    if (event.srcElement['error'] && event.srcElement['error'].name === "QuotaExceededError") {
                                        this.hasReachedQuota = true;
                                    }
                                }
                                catch (ex) {
                                }
                                generateBlobUrl();
                            };
                            transaction.oncomplete = function (event) {
                                generateBlobUrl();
                            };
                            var newTexture = { textureUrl: url, data: blob };
                            try {
                                // Put the blob into the dabase
                                var addRequest = transaction.objectStore("textures").put(newTexture);
                                addRequest.onsuccess = function (event) {
                                };
                                addRequest.onerror = function (event) {
                                    generateBlobUrl();
                                };
                            }
                            catch (ex) {
                                // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
                                if (ex.code === 25) {
                                    Database.isUASupportingBlobStorage = false;
                                }
                                image.src = url;
                            }
                        }
                        else {
                            image.src = url;
                        }
                    }, false);
                    xhr.addEventListener("error", function (event) {
                        BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
                        image.src = url;
                    }, false);
                    xhr.send();
                }
                else {
                    image.src = url;
                }
            }
            else {
                BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
                image.src = url;
            }
        };
        Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
            var _this = this;
            var updateVersion = function (event) {
                // the version is not yet in the DB or we need to update it
                _this._saveVersionIntoDBAsync(url, versionLoaded);
            };
            this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
        };
        Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
            var _this = this;
            if (this.isSupported) {
                var version;
                try {
                    var transaction = this.db.transaction(["versions"]);
                    transaction.oncomplete = function (event) {
                        if (version) {
                            // If the version in the JSON file is > than the version in DB
                            if (_this.manifestVersionFound > version.data) {
                                _this.mustUpdateRessources = true;
                                updateInDBCallback();
                            }
                            else {
                                callback(version.data);
                            }
                        }
                        else {
                            _this.mustUpdateRessources = true;
                            updateInDBCallback();
                        }
                    };
                    transaction.onabort = function (event) {
                        callback(-1);
                    };
                    var getRequest = transaction.objectStore("versions").get(url);
                    getRequest.onsuccess = function (event) {
                        version = (event.target).result;
                    };
                    getRequest.onerror = function (event) {
                        BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
                        callback(-1);
                    };
                }
                catch (ex) {
                    BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
                    callback(-1);
                }
            }
            else {
                BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
                callback(-1);
            }
        };
        Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
            var _this = this;
            if (this.isSupported && !this.hasReachedQuota) {
                try {
                    // Open a transaction to the database
                    var transaction = this.db.transaction(["versions"], "readwrite");
                    // the transaction could abort because of a QuotaExceededError error
                    transaction.onabort = function (event) {
                        try {
                            if (event.srcElement['error'] && event.srcElement['error'].name === "QuotaExceededError") {
                                _this.hasReachedQuota = true;
                            }
                        }
                        catch (ex) {
                        }
                        callback(-1);
                    };
                    transaction.oncomplete = function (event) {
                        callback(_this.manifestVersionFound);
                    };
                    var newVersion = { sceneUrl: url, data: this.manifestVersionFound };
                    // Put the scene into the database
                    var addRequest = transaction.objectStore("versions").put(newVersion);
                    addRequest.onsuccess = function (event) {
                    };
                    addRequest.onerror = function (event) {
                        BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
                    };
                }
                catch (ex) {
                    BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
                    callback(-1);
                }
            }
            else {
                callback(-1);
            }
        };
        Database.prototype.loadFileFromDB = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
            var _this = this;
            var completeUrl = Database.ReturnFullUrlLocation(url);
            var saveAndLoadFile = function (event) {
                // the scene is not yet in the DB, let's try to save it
                _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack);
            };
            this._checkVersionFromDB(completeUrl, function (version) {
                if (version !== -1) {
                    if (!_this.mustUpdateRessources) {
                        _this._loadFileFromDBAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
                    }
                    else {
                        _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer);
                    }
                }
                else {
                    errorCallback();
                }
            });
        };
        Database.prototype._loadFileFromDBAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
            if (this.isSupported) {
                var targetStore;
                if (url.indexOf(".babylon") !== -1) {
                    targetStore = "scenes";
                }
                else {
                    targetStore = "textures";
                }
                var file;
                var transaction = this.db.transaction([targetStore]);
                transaction.oncomplete = function (event) {
                    if (file) {
                        callback(file.data);
                    }
                    else {
                        notInDBCallback();
                    }
                };
                transaction.onabort = function (event) {
                    notInDBCallback();
                };
                var getRequest = transaction.objectStore(targetStore).get(url);
                getRequest.onsuccess = function (event) {
                    file = (event.target).result;
                };
                getRequest.onerror = function (event) {
                    BABYLON.Tools.Error("Error loading file " + url + " from DB.");
                    notInDBCallback();
                };
            }
            else {
                BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
                callback();
            }
        };
        Database.prototype._saveFileIntoDBAsync = function (url, callback, progressCallback, useArrayBuffer) {
            var _this = this;
            if (this.isSupported) {
                var targetStore;
                if (url.indexOf(".babylon") !== -1) {
                    targetStore = "scenes";
                }
                else {
                    targetStore = "textures";
                }
                // Create XHR
                var xhr = new XMLHttpRequest(), fileData;
                xhr.open("GET", url, true);
                if (useArrayBuffer) {
                    xhr.responseType = "arraybuffer";
                }
                xhr.onprogress = progressCallback;
                xhr.addEventListener("load", function () {
                    if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6)) {
                        // Blob as response (XHR2)
                        //fileData = xhr.responseText;
                        fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
                        if (!_this.hasReachedQuota) {
                            // Open a transaction to the database
                            var transaction = _this.db.transaction([targetStore], "readwrite");
                            // the transaction could abort because of a QuotaExceededError error
                            transaction.onabort = function (event) {
                                try {
                                    //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
                                    if (event.srcElement['error'] && event.srcElement['error'].name === "QuotaExceededError") {
                                        this.hasReachedQuota = true;
                                    }
                                }
                                catch (ex) {
                                }
                                callback(fileData);
                            };
                            transaction.oncomplete = function (event) {
                                callback(fileData);
                            };
                            var newFile;
                            if (targetStore === "scenes") {
                                newFile = { sceneUrl: url, data: fileData, version: _this.manifestVersionFound };
                            }
                            else {
                                newFile = { textureUrl: url, data: fileData };
                            }
                            try {
                                // Put the scene into the database
                                var addRequest = transaction.objectStore(targetStore).put(newFile);
                                addRequest.onsuccess = function (event) {
                                };
                                addRequest.onerror = function (event) {
                                    BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
                                };
                            }
                            catch (ex) {
                                callback(fileData);
                            }
                        }
                        else {
                            callback(fileData);
                        }
                    }
                    else {
                        callback();
                    }
                }, false);
                xhr.addEventListener("error", function (event) {
                    BABYLON.Tools.Error("error on XHR request.");
                    callback();
                }, false);
                xhr.send();
            }
            else {
                BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
                callback();
            }
        };
        Database.isUASupportingBlobStorage = true;
        Database.parseURL = function (url) {
            var a = document.createElement('a');
            a.href = url;
            var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
            var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
            var absLocation = url.substring(0, url.indexOf(fileName, 0));
            return absLocation;
        };
        Database.ReturnFullUrlLocation = function (url) {
            if (url.indexOf("http:/") === -1) {
                return (BABYLON.Database.parseURL(window.location.href) + url);
            }
            else {
                return url;
            }
        };
        return Database;
    })();
    BABYLON.Database = Database;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.database.js.mapvar BABYLON;
(function (BABYLON) {
    var SpriteManager = (function () {
        function SpriteManager(name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
            if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
            this.name = name;
            this.cellSize = cellSize;
            this.sprites = new Array();
            this.renderingGroupId = 0;
            this.fogEnabled = true;
            this._vertexDeclaration = [4, 4, 4, 4];
            this._vertexStrideSize = 16 * 4; // 15 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color)
            this._capacity = capacity;
            this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
            this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
            this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
            this._epsilon = epsilon === undefined ? 0.01 : epsilon;
            this._scene = scene;
            this._scene.spriteManagers.push(this);
            // VBO
            this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
            var indices = [];
            var index = 0;
            for (var count = 0; count < capacity; count++) {
                indices.push(index);
                indices.push(index + 1);
                indices.push(index + 2);
                indices.push(index);
                indices.push(index + 2);
                indices.push(index + 3);
                index += 4;
            }
            this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
            this._vertices = new Float32Array(capacity * this._vertexStrideSize);
            // Effects
            this._effectBase = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
            this._effectFog = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
        }
        SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
            var arrayOffset = index * 16;
            if (offsetX === 0)
                offsetX = this._epsilon;
            else if (offsetX === 1)
                offsetX = 1 - this._epsilon;
            if (offsetY === 0)
                offsetY = this._epsilon;
            else if (offsetY === 1)
                offsetY = 1 - this._epsilon;
            this._vertices[arrayOffset] = sprite.position.x;
            this._vertices[arrayOffset + 1] = sprite.position.y;
            this._vertices[arrayOffset + 2] = sprite.position.z;
            this._vertices[arrayOffset + 3] = sprite.angle;
            this._vertices[arrayOffset + 4] = sprite.width;
            this._vertices[arrayOffset + 5] = sprite.height;
            this._vertices[arrayOffset + 6] = offsetX;
            this._vertices[arrayOffset + 7] = offsetY;
            this._vertices[arrayOffset + 8] = sprite.invertU ? 1 : 0;
            this._vertices[arrayOffset + 9] = sprite.invertV ? 1 : 0;
            var offset = (sprite.cellIndex / rowSize) >> 0;
            this._vertices[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
            this._vertices[arrayOffset + 11] = offset;
            // Color
            this._vertices[arrayOffset + 12] = sprite.color.r;
            this._vertices[arrayOffset + 13] = sprite.color.g;
            this._vertices[arrayOffset + 14] = sprite.color.b;
            this._vertices[arrayOffset + 15] = sprite.color.a;
        };
        SpriteManager.prototype.render = function () {
            // Check
            if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady())
                return;
            var engine = this._scene.getEngine();
            var baseSize = this._spriteTexture.getBaseSize();
            // Sprites
            var deltaTime = engine.getDeltaTime();
            var max = Math.min(this._capacity, this.sprites.length);
            var rowSize = baseSize.width / this.cellSize;
            var offset = 0;
            for (var index = 0; index < max; index++) {
                var sprite = this.sprites[index];
                if (!sprite) {
                    continue;
                }
                sprite._animate(deltaTime);
                this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
                this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
                this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
                this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
            }
            engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
            // Render
            var effect = this._effectBase;
            if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
                effect = this._effectFog;
            }
            engine.enableEffect(effect);
            var viewMatrix = this._scene.getViewMatrix();
            effect.setTexture("diffuseSampler", this._spriteTexture);
            effect.setMatrix("view", viewMatrix);
            effect.setMatrix("projection", this._scene.getProjectionMatrix());
            effect.setFloat2("textureInfos", this.cellSize / baseSize.width, this.cellSize / baseSize.height);
            // Fog
            if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
                effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
                effect.setColor3("vFogColor", this._scene.fogColor);
            }
            // VBOs
            engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
            // Draw order
            effect.setBool("alphaTest", true);
            engine.setColorWrite(false);
            engine.draw(true, 0, max * 6);
            engine.setColorWrite(true);
            effect.setBool("alphaTest", false);
            engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
            engine.draw(true, 0, max * 6);
            engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
        };
        SpriteManager.prototype.dispose = function () {
            if (this._vertexBuffer) {
                this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
                this._vertexBuffer = null;
            }
            if (this._indexBuffer) {
                this._scene.getEngine()._releaseBuffer(this._indexBuffer);
                this._indexBuffer = null;
            }
            if (this._spriteTexture) {
                this._spriteTexture.dispose();
                this._spriteTexture = null;
            }
            // Remove from scene
            var index = this._scene.spriteManagers.indexOf(this);
            this._scene.spriteManagers.splice(index, 1);
            // Callback
            if (this.onDispose) {
                this.onDispose();
            }
        };
        return SpriteManager;
    })();
    BABYLON.SpriteManager = SpriteManager;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.spriteManager.js.mapvar BABYLON;
(function (BABYLON) {
    var Sprite = (function () {
        function Sprite(name, manager) {
            this.name = name;
            this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
            this.width = 1.0;
            this.height = 1.0;
            this.angle = 0;
            this.cellIndex = 0;
            this.invertU = 0;
            this.invertV = 0;
            this.animations = new Array();
            this._animationStarted = false;
            this._loopAnimation = false;
            this._fromIndex = 0;
            this._toIndex = 0;
            this._delay = 0;
            this._direction = 1;
            this._frameCount = 0;
            this._time = 0;
            this._manager = manager;
            this._manager.sprites.push(this);
            this.position = BABYLON.Vector3.Zero();
        }
        Object.defineProperty(Sprite.prototype, "size", {
            get: function () {
                return this.width;
            },
            set: function (value) {
                this.width = value;
                this.height = value;
            },
            enumerable: true,
            configurable: true
        });
        Sprite.prototype.playAnimation = function (from, to, loop, delay) {
            this._fromIndex = from;
            this._toIndex = to;
            this._loopAnimation = loop;
            this._delay = delay;
            this._animationStarted = true;
            this._direction = from < to ? 1 : -1;
            this.cellIndex = from;
            this._time = 0;
        };
        Sprite.prototype.stopAnimation = function () {
            this._animationStarted = false;
        };
        Sprite.prototype._animate = function (deltaTime) {
            if (!this._animationStarted)
                return;
            this._time += deltaTime;
            if (this._time > this._delay) {
                this._time = this._time % this._delay;
                this.cellIndex += this._direction;
                if (this.cellIndex == this._toIndex) {
                    if (this._loopAnimation) {
                        this.cellIndex = this._fromIndex;
                    }
                    else {
                        this._animationStarted = false;
                        if (this.disposeWhenFinishedAnimating) {
                            this.dispose();
                        }
                    }
                }
            }
        };
        Sprite.prototype.dispose = function () {
            for (var i = 0; i < this._manager.sprites.length; i++) {
                if (this._manager.sprites[i] == this) {
                    this._manager.sprites.splice(i, 1);
                }
            }
        };
        return Sprite;
    })();
    BABYLON.Sprite = Sprite;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.sprite.js.mapvar BABYLON;
(function (BABYLON) {
    var Layer = (function () {
        function Layer(name, imgUrl, scene, isBackground, color) {
            this.name = name;
            this._vertexDeclaration = [2];
            this._vertexStrideSize = 2 * 4;
            this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
            this.isBackground = isBackground === undefined ? true : isBackground;
            this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
            this._scene = scene;
            this._scene.layers.push(this);
            // VBO
            var vertices = [];
            vertices.push(1, 1);
            vertices.push(-1, 1);
            vertices.push(-1, -1);
            vertices.push(1, -1);
            this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
            // Indices
            var indices = [];
            indices.push(0);
            indices.push(1);
            indices.push(2);
            indices.push(0);
            indices.push(2);
            indices.push(3);
            this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
            // Effects
            this._effect = this._scene.getEngine().createEffect("layer", ["position"], ["textureMatrix", "color"], ["textureSampler"], "");
        }
        Layer.prototype.render = function () {
            // Check
            if (!this._effect.isReady() || !this.texture || !this.texture.isReady())
                return;
            var engine = this._scene.getEngine();
            // Render
            engine.enableEffect(this._effect);
            engine.setState(false);
            // Texture
            this._effect.setTexture("textureSampler", this.texture);
            this._effect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
            // Color
            this._effect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
            // VBOs
            engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
            // Draw order
            engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
            engine.draw(true, 0, 6);
            engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
        };
        Layer.prototype.dispose = function () {
            if (this._vertexBuffer) {
                this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
                this._vertexBuffer = null;
            }
            if (this._indexBuffer) {
                this._scene.getEngine()._releaseBuffer(this._indexBuffer);
                this._indexBuffer = null;
            }
            if (this.texture) {
                this.texture.dispose();
                this.texture = null;
            }
            // Remove from scene
            var index = this._scene.layers.indexOf(this);
            this._scene.layers.splice(index, 1);
            // Callback
            if (this.onDispose) {
                this.onDispose();
            }
        };
        return Layer;
    })();
    BABYLON.Layer = Layer;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.layer.js.mapvar BABYLON;
(function (BABYLON) {
    var Particle = (function () {
        function Particle() {
            this.position = BABYLON.Vector3.Zero();
            this.direction = BABYLON.Vector3.Zero();
            this.color = new BABYLON.Color4(0, 0, 0, 0);
            this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
            this.lifeTime = 1.0;
            this.age = 0;
            this.size = 0;
            this.angle = 0;
            this.angularSpeed = 0;
        }
        Particle.prototype.copyTo = function (other) {
            other.position.copyFrom(this.position);
            other.direction.copyFrom(this.direction);
            other.color.copyFrom(this.color);
            other.colorStep.copyFrom(this.colorStep);
            other.lifeTime = this.lifeTime;
            other.age = this.age;
            other.size = this.size;
            other.angle = this.angle;
            other.angularSpeed = this.angularSpeed;
        };
        return Particle;
    })();
    BABYLON.Particle = Particle;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.particle.js.mapvar BABYLON;
(function (BABYLON) {
    var randomNumber = function (min, max) {
        if (min === max) {
            return (min);
        }
        var random = Math.random();
        return ((random * (max - min)) + min);
    };
    var ParticleSystem = (function () {
        function ParticleSystem(name, capacity, scene, customEffect) {
            var _this = this;
            this.name = name;
            this.renderingGroupId = 0;
            this.emitter = null;
            this.emitRate = 10;
            this.manualEmitCount = -1;
            this.updateSpeed = 0.01;
            this.targetStopDuration = 0;
            this.disposeOnStop = false;
            this.minEmitPower = 1;
            this.maxEmitPower = 1;
            this.minLifeTime = 1;
            this.maxLifeTime = 1;
            this.minSize = 1;
            this.maxSize = 1;
            this.minAngularSpeed = 0;
            this.maxAngularSpeed = 0;
            this.blendMode = ParticleSystem.BLENDMODE_ONEONE;
            this.forceDepthWrite = false;
            this.gravity = BABYLON.Vector3.Zero();
            this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
            this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
            this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
            this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
            this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
            this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
            this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
            this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
            this.particles = new Array();
            this._vertexDeclaration = [3, 4, 4];
            this._vertexStrideSize = 11 * 4; // 11 floats per particle (x, y, z, r, g, b, a, angle, size, offsetX, offsetY)
            this._stockParticles = new Array();
            this._newPartsExcess = 0;
            this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
            this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
            this._scaledDirection = BABYLON.Vector3.Zero();
            this._scaledGravity = BABYLON.Vector3.Zero();
            this._currentRenderId = -1;
            this._started = false;
            this._stopped = false;
            this._actualFrame = 0;
            this.id = name;
            this._capacity = capacity;
            this._scene = scene;
            this._customEffect = customEffect;
            scene.particleSystems.push(this);
            // VBO
            this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
            var indices = [];
            var index = 0;
            for (var count = 0; count < capacity; count++) {
                indices.push(index);
                indices.push(index + 1);
                indices.push(index + 2);
                indices.push(index);
                indices.push(index + 2);
                indices.push(index + 3);
                index += 4;
            }
            this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
            this._vertices = new Float32Array(capacity * this._vertexStrideSize);
            // Default behaviors
            this.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate) {
                var randX = randomNumber(_this.direction1.x, _this.direction2.x);
                var randY = randomNumber(_this.direction1.y, _this.direction2.y);
                var randZ = randomNumber(_this.direction1.z, _this.direction2.z);
                BABYLON.Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate);
            };
            this.startPositionFunction = function (worldMatrix, positionToUpdate) {
                var randX = randomNumber(_this.minEmitBox.x, _this.maxEmitBox.x);
                var randY = randomNumber(_this.minEmitBox.y, _this.maxEmitBox.y);
                var randZ = randomNumber(_this.minEmitBox.z, _this.maxEmitBox.z);
                BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
            };
            this.updateFunction = function (particles) {
                for (var index = 0; index < particles.length; index++) {
                    var particle = particles[index];
                    particle.age += _this._scaledUpdateSpeed;
                    if (particle.age >= particle.lifeTime) {
                        _this.recycleParticle(particle);
                        index--;
                        continue;
                    }
                    else {
                        particle.colorStep.scaleToRef(_this._scaledUpdateSpeed, _this._scaledColorStep);
                        particle.color.addInPlace(_this._scaledColorStep);
                        if (particle.color.a < 0)
                            particle.color.a = 0;
                        particle.angle += particle.angularSpeed * _this._scaledUpdateSpeed;
                        particle.direction.scaleToRef(_this._scaledUpdateSpeed, _this._scaledDirection);
                        particle.position.addInPlace(_this._scaledDirection);
                        _this.gravity.scaleToRef(_this._scaledUpdateSpeed, _this._scaledGravity);
                        particle.direction.addInPlace(_this._scaledGravity);
                    }
                }
            };
        }
        ParticleSystem.prototype.recycleParticle = function (particle) {
            var lastParticle = this.particles.pop();
            if (lastParticle !== particle) {
                lastParticle.copyTo(particle);
                this._stockParticles.push(lastParticle);
            }
        };
        ParticleSystem.prototype.getCapacity = function () {
            return this._capacity;
        };
        ParticleSystem.prototype.isAlive = function () {
            return this._alive;
        };
        ParticleSystem.prototype.isStarted = function () {
            return this._started;
        };
        ParticleSystem.prototype.start = function () {
            this._started = true;
            this._stopped = false;
            this._actualFrame = 0;
        };
        ParticleSystem.prototype.stop = function () {
            this._stopped = true;
        };
        ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
            var offset = index * 11;
            this._vertices[offset] = particle.position.x;
            this._vertices[offset + 1] = particle.position.y;
            this._vertices[offset + 2] = particle.position.z;
            this._vertices[offset + 3] = particle.color.r;
            this._vertices[offset + 4] = particle.color.g;
            this._vertices[offset + 5] = particle.color.b;
            this._vertices[offset + 6] = particle.color.a;
            this._vertices[offset + 7] = particle.angle;
            this._vertices[offset + 8] = particle.size;
            this._vertices[offset + 9] = offsetX;
            this._vertices[offset + 10] = offsetY;
        };
        ParticleSystem.prototype._update = function (newParticles) {
            // Update current
            this._alive = this.particles.length > 0;
            this.updateFunction(this.particles);
            // Add new ones
            var worldMatrix;
            if (this.emitter.position) {
                worldMatrix = this.emitter.getWorldMatrix();
            }
            else {
                worldMatrix = BABYLON.Matrix.Translation(this.emitter.x, this.emitter.y, this.emitter.z);
            }
            for (var index = 0; index < newParticles; index++) {
                if (this.particles.length === this._capacity) {
                    break;
                }
                if (this._stockParticles.length !== 0) {
                    var particle = this._stockParticles.pop();
                    particle.age = 0;
                }
                else {
                    particle = new BABYLON.Particle();
                }
                this.particles.push(particle);
                var emitPower = randomNumber(this.minEmitPower, this.maxEmitPower);
                this.startDirectionFunction(emitPower, worldMatrix, particle.direction);
                particle.lifeTime = randomNumber(this.minLifeTime, this.maxLifeTime);
                particle.size = randomNumber(this.minSize, this.maxSize);
                particle.angularSpeed = randomNumber(this.minAngularSpeed, this.maxAngularSpeed);
                this.startPositionFunction(worldMatrix, particle.position);
                var step = randomNumber(0, 1.0);
                BABYLON.Color4.LerpToRef(this.color1, this.color2, step, particle.color);
                this.colorDead.subtractToRef(particle.color, this._colorDiff);
                this._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
            }
        };
        ParticleSystem.prototype._getEffect = function () {
            if (this._customEffect) {
                return this._customEffect;
            }
            ;
            var defines = [];
            if (this._scene.clipPlane) {
                defines.push("#define CLIPPLANE");
            }
            // Effect
            var join = defines.join("\n");
            if (this._cachedDefines !== join) {
                this._cachedDefines = join;
                this._effect = this._scene.getEngine().createEffect("particles", ["position", "color", "options"], ["invView", "view", "projection", "vClipPlane", "textureMask"], ["diffuseSampler"], join);
            }
            return this._effect;
        };
        ParticleSystem.prototype.animate = function () {
            if (!this._started)
                return;
            var effect = this._getEffect();
            // Check
            if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady())
                return;
            if (this._currentRenderId === this._scene.getRenderId()) {
                return;
            }
            this._currentRenderId = this._scene.getRenderId();
            this._scaledUpdateSpeed = this.updateSpeed * this._scene.getAnimationRatio();
            // determine the number of particles we need to create   
            var emitCout;
            if (this.manualEmitCount > -1) {
                emitCout = this.manualEmitCount;
                this.manualEmitCount = 0;
            }
            else {
                emitCout = this.emitRate;
            }
            var newParticles = ((emitCout * this._scaledUpdateSpeed) >> 0);
            this._newPartsExcess += emitCout * this._scaledUpdateSpeed - newParticles;
            if (this._newPartsExcess > 1.0) {
                newParticles += this._newPartsExcess >> 0;
                this._newPartsExcess -= this._newPartsExcess >> 0;
            }
            this._alive = false;
            if (!this._stopped) {
                this._actualFrame += this._scaledUpdateSpeed;
                if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration)
                    this.stop();
            }
            else {
                newParticles = 0;
            }
            this._update(newParticles);
            // Stopped?
            if (this._stopped) {
                if (!this._alive) {
                    this._started = false;
                    if (this.disposeOnStop) {
                        this._scene._toBeDisposed.push(this);
                    }
                }
            }
            // Update VBO
            var offset = 0;
            for (var index = 0; index < this.particles.length; index++) {
                var particle = this.particles[index];
                this._appendParticleVertex(offset++, particle, 0, 0);
                this._appendParticleVertex(offset++, particle, 1, 0);
                this._appendParticleVertex(offset++, particle, 1, 1);
                this._appendParticleVertex(offset++, particle, 0, 1);
            }
            var engine = this._scene.getEngine();
            engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
        };
        ParticleSystem.prototype.render = function () {
            var effect = this._getEffect();
            // Check
            if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady() || !this.particles.length)
                return 0;
            var engine = this._scene.getEngine();
            // Render
            engine.enableEffect(effect);
            engine.setState(false);
            var viewMatrix = this._scene.getViewMatrix();
            effect.setTexture("diffuseSampler", this.particleTexture);
            effect.setMatrix("view", viewMatrix);
            effect.setMatrix("projection", this._scene.getProjectionMatrix());
            effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
            if (this._scene.clipPlane) {
                var clipPlane = this._scene.clipPlane;
                var invView = viewMatrix.clone();
                invView.invert();
                effect.setMatrix("invView", invView);
                effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
            }
            // VBOs
            engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
            // Draw order
            if (this.blendMode === ParticleSystem.BLENDMODE_ONEONE) {
                engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
            }
            else {
                engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
            }
            if (this.forceDepthWrite) {
                engine.setDepthWrite(true);
            }
            engine.draw(true, 0, this.particles.length * 6);
            engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
            return this.particles.length;
        };
        ParticleSystem.prototype.dispose = function () {
            if (this._vertexBuffer) {
                this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
                this._vertexBuffer = null;
            }
            if (this._indexBuffer) {
                this._scene.getEngine()._releaseBuffer(this._indexBuffer);
                this._indexBuffer = null;
            }
            if (this.particleTexture) {
                this.particleTexture.dispose();
                this.particleTexture = null;
            }
            // Remove from scene
            var index = this._scene.particleSystems.indexOf(this);
            this._scene.particleSystems.splice(index, 1);
            // Callback
            if (this.onDispose) {
                this.onDispose();
            }
        };
        // Clone
        ParticleSystem.prototype.clone = function (name, newEmitter) {
            var result = new ParticleSystem(name, this._capacity, this._scene);
            BABYLON.Tools.DeepCopy(this, result, ["particles"], ["_vertexDeclaration", "_vertexStrideSize"]);
            if (newEmitter === undefined) {
                newEmitter = this.emitter;
            }
            result.emitter = newEmitter;
            if (this.particleTexture) {
                result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
            }
            result.start();
            return result;
        };
        // Statics
        ParticleSystem.BLENDMODE_ONEONE = 0;
        ParticleSystem.BLENDMODE_STANDARD = 1;
        return ParticleSystem;
    })();
    BABYLON.ParticleSystem = ParticleSystem;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.particleSystem.js.mapvar BABYLON;
(function (BABYLON) {
    var Animation = (function () {
        function Animation(name, targetProperty, framePerSecond, dataType, loopMode) {
            this.name = name;
            this.targetProperty = targetProperty;
            this.framePerSecond = framePerSecond;
            this.dataType = dataType;
            this.loopMode = loopMode;
            this._offsetsCache = {};
            this._highLimitsCache = {};
            this._stopped = false;
            this.targetPropertyPath = targetProperty.split(".");
            this.dataType = dataType;
            this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
        }
        Animation.CreateAndStartAnimation = function (name, mesh, tartgetProperty, framePerSecond, totalFrame, from, to, loopMode) {
            var dataType = undefined;
            if (!isNaN(parseFloat(from)) && isFinite(from)) {
                dataType = Animation.ANIMATIONTYPE_FLOAT;
            }
            else if (from instanceof BABYLON.Quaternion) {
                dataType = Animation.ANIMATIONTYPE_QUATERNION;
            }
            else if (from instanceof BABYLON.Vector3) {
                dataType = Animation.ANIMATIONTYPE_VECTOR3;
            }
            else if (from instanceof BABYLON.Vector2) {
                dataType = Animation.ANIMATIONTYPE_VECTOR2;
            }
            else if (from instanceof BABYLON.Color3) {
                dataType = Animation.ANIMATIONTYPE_COLOR3;
            }
            if (dataType == undefined) {
                return null;
            }
            var animation = new Animation(name, tartgetProperty, framePerSecond, dataType, loopMode);
            var keys = [];
            keys.push({ frame: 0, value: from });
            keys.push({ frame: totalFrame, value: to });
            animation.setKeys(keys);
            mesh.animations.push(animation);
            return mesh.getScene().beginAnimation(mesh, 0, totalFrame, (animation.loopMode === 1));
        };
        // Methods   
        Animation.prototype.isStopped = function () {
            return this._stopped;
        };
        Animation.prototype.getKeys = function () {
            return this._keys;
        };
        Animation.prototype.getEasingFunction = function () {
            return this._easingFunction;
        };
        Animation.prototype.setEasingFunction = function (easingFunction) {
            this._easingFunction = easingFunction;
        };
        Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
            return startValue + (endValue - startValue) * gradient;
        };
        Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
            return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
        };
        Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
            return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
        };
        Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
            return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
        };
        Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
            return BABYLON.Color3.Lerp(startValue, endValue, gradient);
        };
        Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient) {
            var startScale = new BABYLON.Vector3(0, 0, 0);
            var startRotation = new BABYLON.Quaternion();
            var startTranslation = new BABYLON.Vector3(0, 0, 0);
            startValue.decompose(startScale, startRotation, startTranslation);
            var endScale = new BABYLON.Vector3(0, 0, 0);
            var endRotation = new BABYLON.Quaternion();
            var endTranslation = new BABYLON.Vector3(0, 0, 0);
            endValue.decompose(endScale, endRotation, endTranslation);
            var resultScale = this.vector3InterpolateFunction(startScale, endScale, gradient);
            var resultRotation = this.quaternionInterpolateFunction(startRotation, endRotation, gradient);
            var resultTranslation = this.vector3InterpolateFunction(startTranslation, endTranslation, gradient);
            var result = BABYLON.Matrix.Compose(resultScale, resultRotation, resultTranslation);
            return result;
        };
        Animation.prototype.clone = function () {
            var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
            clone.setKeys(this._keys);
            return clone;
        };
        Animation.prototype.setKeys = function (values) {
            this._keys = values.slice(0);
            this._offsetsCache = {};
            this._highLimitsCache = {};
        };
        Animation.prototype._getKeyValue = function (value) {
            if (typeof value === "function") {
                return value();
            }
            return value;
        };
        Animation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
            if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
                return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
            }
            this.currentFrame = currentFrame;
            // Try to get a hash to find the right key
            var startKey = Math.max(0, Math.min(this._keys.length - 1, Math.floor(this._keys.length * (currentFrame - this._keys[0].frame) / (this._keys[this._keys.length - 1].frame - this._keys[0].frame)) - 1));
            if (this._keys[startKey].frame >= currentFrame) {
                while (startKey - 1 >= 0 && this._keys[startKey].frame >= currentFrame) {
                    startKey--;
                }
            }
            for (var key = startKey; key < this._keys.length; key++) {
                if (this._keys[key + 1].frame >= currentFrame) {
                    var startValue = this._getKeyValue(this._keys[key].value);
                    var endValue = this._getKeyValue(this._keys[key + 1].value);
                    // gradient : percent of currentFrame between the frame inf and the frame sup
                    var gradient = (currentFrame - this._keys[key].frame) / (this._keys[key + 1].frame - this._keys[key].frame);
                    // check for easingFunction and correction of gradient
                    if (this._easingFunction != null) {
                        gradient = this._easingFunction.ease(gradient);
                    }
                    switch (this.dataType) {
                        case Animation.ANIMATIONTYPE_FLOAT:
                            switch (loopMode) {
                                case Animation.ANIMATIONLOOPMODE_CYCLE:
                                case Animation.ANIMATIONLOOPMODE_CONSTANT:
                                    return this.floatInterpolateFunction(startValue, endValue, gradient);
                                case Animation.ANIMATIONLOOPMODE_RELATIVE:
                                    return offsetValue * repeatCount + this.floatInterpolateFunction(startValue, endValue, gradient);
                            }
                            break;
                        case Animation.ANIMATIONTYPE_QUATERNION:
                            var quaternion = null;
                            switch (loopMode) {
                                case Animation.ANIMATIONLOOPMODE_CYCLE:
                                case Animation.ANIMATIONLOOPMODE_CONSTANT:
                                    quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient);
                                    break;
                                case Animation.ANIMATIONLOOPMODE_RELATIVE:
                                    quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
                                    break;
                            }
                            return quaternion;
                        case Animation.ANIMATIONTYPE_VECTOR3:
                            switch (loopMode) {
                                case Animation.ANIMATIONLOOPMODE_CYCLE:
                                case Animation.ANIMATIONLOOPMODE_CONSTANT:
                                    return this.vector3InterpolateFunction(startValue, endValue, gradient);
                                case Animation.ANIMATIONLOOPMODE_RELATIVE:
                                    return this.vector3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
                            }
                        case Animation.ANIMATIONTYPE_VECTOR2:
                            switch (loopMode) {
                                case Animation.ANIMATIONLOOPMODE_CYCLE:
                                case Animation.ANIMATIONLOOPMODE_CONSTANT:
                                    return this.vector2InterpolateFunction(startValue, endValue, gradient);
                                case Animation.ANIMATIONLOOPMODE_RELATIVE:
                                    return this.vector2InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
                            }
                        case Animation.ANIMATIONTYPE_COLOR3:
                            switch (loopMode) {
                                case Animation.ANIMATIONLOOPMODE_CYCLE:
                                case Animation.ANIMATIONLOOPMODE_CONSTANT:
                                    return this.color3InterpolateFunction(startValue, endValue, gradient);
                                case Animation.ANIMATIONLOOPMODE_RELATIVE:
                                    return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
                            }
                        case Animation.ANIMATIONTYPE_MATRIX:
                            switch (loopMode) {
                                case Animation.ANIMATIONLOOPMODE_CYCLE:
                                case Animation.ANIMATIONLOOPMODE_CONSTANT:
                                case Animation.ANIMATIONLOOPMODE_RELATIVE:
                                    return startValue;
                            }
                        default:
                            break;
                    }
                    break;
                }
            }
            return this._getKeyValue(this._keys[this._keys.length - 1].value);
        };
        Animation.prototype.animate = function (delay, from, to, loop, speedRatio) {
            if (!this.targetPropertyPath || this.targetPropertyPath.length < 1) {
                this._stopped = true;
                return false;
            }
            var returnValue = true;
            // Adding a start key at frame 0 if missing
            if (this._keys[0].frame !== 0) {
                var newKey = { frame: 0, value: this._keys[0].value };
                this._keys.splice(0, 0, newKey);
            }
            // Check limits
            if (from < this._keys[0].frame || from > this._keys[this._keys.length - 1].frame) {
                from = this._keys[0].frame;
            }
            if (to < this._keys[0].frame || to > this._keys[this._keys.length - 1].frame) {
                to = this._keys[this._keys.length - 1].frame;
            }
            // Compute ratio
            var range = to - from;
            var offsetValue;
            // ratio represents the frame delta between from and to
            var ratio = delay * (this.framePerSecond * speedRatio) / 1000.0;
            var highLimitValue = 0;
            if (ratio > range && !loop) {
                returnValue = false;
                highLimitValue = this._getKeyValue(this._keys[this._keys.length - 1].value);
            }
            else {
                // Get max value if required
                if (this.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) {
                    var keyOffset = to.toString() + from.toString();
                    if (!this._offsetsCache[keyOffset]) {
                        var fromValue = this._interpolate(from, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
                        var toValue = this._interpolate(to, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
                        switch (this.dataType) {
                            case Animation.ANIMATIONTYPE_FLOAT:
                                this._offsetsCache[keyOffset] = toValue - fromValue;
                                break;
                            case Animation.ANIMATIONTYPE_QUATERNION:
                                this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
                                break;
                            case Animation.ANIMATIONTYPE_VECTOR3:
                                this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
                            case Animation.ANIMATIONTYPE_VECTOR2:
                                this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
                            case Animation.ANIMATIONTYPE_COLOR3:
                                this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
                            default:
                                break;
                        }
                        this._highLimitsCache[keyOffset] = toValue;
                    }
                    highLimitValue = this._highLimitsCache[keyOffset];
                    offsetValue = this._offsetsCache[keyOffset];
                }
            }
            if (offsetValue === undefined) {
                switch (this.dataType) {
                    case Animation.ANIMATIONTYPE_FLOAT:
                        offsetValue = 0;
                        break;
                    case Animation.ANIMATIONTYPE_QUATERNION:
                        offsetValue = new BABYLON.Quaternion(0, 0, 0, 0);
                        break;
                    case Animation.ANIMATIONTYPE_VECTOR3:
                        offsetValue = BABYLON.Vector3.Zero();
                        break;
                    case Animation.ANIMATIONTYPE_VECTOR2:
                        offsetValue = BABYLON.Vector2.Zero();
                        break;
                    case Animation.ANIMATIONTYPE_COLOR3:
                        offsetValue = BABYLON.Color3.Black();
                }
            }
            // Compute value
            var repeatCount = (ratio / range) >> 0;
            var currentFrame = returnValue ? from + ratio % range : to;
            var currentValue = this._interpolate(currentFrame, repeatCount, this.loopMode, offsetValue, highLimitValue);
            // Set value
            if (this.targetPropertyPath.length > 1) {
                var property = this._target[this.targetPropertyPath[0]];
                for (var index = 1; index < this.targetPropertyPath.length - 1; index++) {
                    property = property[this.targetPropertyPath[index]];
                }
                property[this.targetPropertyPath[this.targetPropertyPath.length - 1]] = currentValue;
            }
            else {
                this._target[this.targetPropertyPath[0]] = currentValue;
            }
            if (this._target.markAsDirty) {
                this._target.markAsDirty(this.targetProperty);
            }
            if (!returnValue) {
                this._stopped = true;
            }
            return returnValue;
        };
        Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
            get: function () {
                return Animation._ANIMATIONTYPE_FLOAT;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
            get: function () {
                return Animation._ANIMATIONTYPE_VECTOR3;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
            get: function () {
                return Animation._ANIMATIONTYPE_VECTOR2;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
            get: function () {
                return Animation._ANIMATIONTYPE_QUATERNION;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
            get: function () {
                return Animation._ANIMATIONTYPE_MATRIX;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
            get: function () {
                return Animation._ANIMATIONTYPE_COLOR3;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
            get: function () {
                return Animation._ANIMATIONLOOPMODE_RELATIVE;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
            get: function () {
                return Animation._ANIMATIONLOOPMODE_CYCLE;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
            get: function () {
                return Animation._ANIMATIONLOOPMODE_CONSTANT;
            },
            enumerable: true,
            configurable: true
        });
        // Statics
        Animation._ANIMATIONTYPE_FLOAT = 0;
        Animation._ANIMATIONTYPE_VECTOR3 = 1;
        Animation._ANIMATIONTYPE_QUATERNION = 2;
        Animation._ANIMATIONTYPE_MATRIX = 3;
        Animation._ANIMATIONTYPE_COLOR3 = 4;
        Animation._ANIMATIONTYPE_VECTOR2 = 5;
        Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
        Animation._ANIMATIONLOOPMODE_CYCLE = 1;
        Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
        return Animation;
    })();
    BABYLON.Animation = Animation;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.animation.js.mapvar BABYLON;
(function (BABYLON) {
    var Animatable = (function () {
        function Animatable(scene, target, fromFrame, toFrame, loopAnimation, speedRatio, onAnimationEnd, animations) {
            if (fromFrame === void 0) { fromFrame = 0; }
            if (toFrame === void 0) { toFrame = 100; }
            if (loopAnimation === void 0) { loopAnimation = false; }
            if (speedRatio === void 0) { speedRatio = 1.0; }
            this.target = target;
            this.fromFrame = fromFrame;
            this.toFrame = toFrame;
            this.loopAnimation = loopAnimation;
            this.speedRatio = speedRatio;
            this.onAnimationEnd = onAnimationEnd;
            this._animations = new Array();
            this._paused = false;
            this.animationStarted = false;
            if (animations) {
                this.appendAnimations(target, animations);
            }
            this._scene = scene;
            scene._activeAnimatables.push(this);
        }
        // Methods
        Animatable.prototype.appendAnimations = function (target, animations) {
            for (var index = 0; index < animations.length; index++) {
                var animation = animations[index];
                animation._target = target;
                this._animations.push(animation);
            }
        };
        Animatable.prototype.getAnimationByTargetProperty = function (property) {
            var animations = this._animations;
            for (var index = 0; index < animations.length; index++) {
                if (animations[index].targetProperty === property) {
                    return animations[index];
                }
            }
            return null;
        };
        Animatable.prototype.pause = function () {
            if (this._paused) {
                return;
            }
            this._paused = true;
        };
        Animatable.prototype.restart = function () {
            this._paused = false;
        };
        Animatable.prototype.stop = function () {
            var index = this._scene._activeAnimatables.indexOf(this);
            if (index > -1) {
                this._scene._activeAnimatables.splice(index, 1);
            }
            if (this.onAnimationEnd) {
                this.onAnimationEnd();
            }
        };
        Animatable.prototype._animate = function (delay) {
            if (this._paused) {
                if (!this._pausedDelay) {
                    this._pausedDelay = delay;
                }
                return true;
            }
            if (!this._localDelayOffset) {
                this._localDelayOffset = delay;
            }
            else if (this._pausedDelay) {
                this._localDelayOffset += delay - this._pausedDelay;
                this._pausedDelay = null;
            }
            // Animating
            var running = false;
            var animations = this._animations;
            for (var index = 0; index < animations.length; index++) {
                var animation = animations[index];
                var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this.speedRatio);
                running = running || isRunning;
            }
            if (!running) {
                // Remove from active animatables
                index = this._scene._activeAnimatables.indexOf(this);
                this._scene._activeAnimatables.splice(index, 1);
            }
            if (!running && this.onAnimationEnd) {
                this.onAnimationEnd();
            }
            return running;
        };
        return Animatable;
    })();
    BABYLON.Animatable = Animatable;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.animatable.js.map
var BABYLON;
(function (BABYLON) {
    var EasingFunction = (function () {
        function EasingFunction() {
            // Properties
            this._easingMode = EasingFunction.EASINGMODE_EASEIN;
        }
        Object.defineProperty(EasingFunction, "EASINGMODE_EASEIN", {
            get: function () {
                return EasingFunction._EASINGMODE_EASEIN;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(EasingFunction, "EASINGMODE_EASEOUT", {
            get: function () {
                return EasingFunction._EASINGMODE_EASEOUT;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(EasingFunction, "EASINGMODE_EASEINOUT", {
            get: function () {
                return EasingFunction._EASINGMODE_EASEINOUT;
            },
            enumerable: true,
            configurable: true
        });
        EasingFunction.prototype.setEasingMode = function (easingMode) {
            var n = Math.min(Math.max(easingMode, 0), 2);
            this._easingMode = n;
        };
        EasingFunction.prototype.getEasingMode = function () {
            return this._easingMode;
        };
        EasingFunction.prototype.easeInCore = function (gradient) {
            throw new Error('You must implement this method');
        };
        EasingFunction.prototype.ease = function (gradient) {
            switch (this._easingMode) {
                case EasingFunction.EASINGMODE_EASEIN:
                    return this.easeInCore(gradient);
                case EasingFunction.EASINGMODE_EASEOUT:
                    return (1 - this.easeInCore(1 - gradient));
            }
            if (gradient >= 0.5) {
                return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
            }
            return (this.easeInCore(gradient * 2) * 0.5);
        };
        //Statics
        EasingFunction._EASINGMODE_EASEIN = 0;
        EasingFunction._EASINGMODE_EASEOUT = 1;
        EasingFunction._EASINGMODE_EASEINOUT = 2;
        return EasingFunction;
    })();
    BABYLON.EasingFunction = EasingFunction;
    var CircleEase = (function (_super) {
        __extends(CircleEase, _super);
        function CircleEase() {
            _super.apply(this, arguments);
        }
        CircleEase.prototype.easeInCore = function (gradient) {
            gradient = Math.max(0, Math.min(1, gradient));
            return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
        };
        return CircleEase;
    })(EasingFunction);
    BABYLON.CircleEase = CircleEase;
    var BackEase = (function (_super) {
        __extends(BackEase, _super);
        function BackEase(amplitude) {
            if (amplitude === void 0) { amplitude = 1; }
            _super.call(this);
            this.amplitude = amplitude;
        }
        BackEase.prototype.easeInCore = function (gradient) {
            var num = Math.max(0, this.amplitude);
            return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
        };
        return BackEase;
    })(EasingFunction);
    BABYLON.BackEase = BackEase;
    var BounceEase = (function (_super) {
        __extends(BounceEase, _super);
        function BounceEase(bounces, bounciness) {
            if (bounces === void 0) { bounces = 3; }
            if (bounciness === void 0) { bounciness = 2; }
            _super.call(this);
            this.bounces = bounces;
            this.bounciness = bounciness;
        }
        BounceEase.prototype.easeInCore = function (gradient) {
            var y = Math.max(0.0, this.bounces);
            var bounciness = this.bounciness;
            if (bounciness <= 1.0) {
                bounciness = 1.001;
            }
            var num9 = Math.pow(bounciness, y);
            var num5 = 1.0 - bounciness;
            var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
            var num15 = gradient * num4;
            var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
            var num3 = Math.floor(num65);
            var num13 = num3 + 1.0;
            var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
            var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
            var num7 = (num8 + num12) * 0.5;
            var num6 = gradient - num7;
            var num2 = num7 - num8;
            return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
        };
        return BounceEase;
    })(EasingFunction);
    BABYLON.BounceEase = BounceEase;
    var CubicEase = (function (_super) {
        __extends(CubicEase, _super);
        function CubicEase() {
            _super.apply(this, arguments);
        }
        CubicEase.prototype.easeInCore = function (gradient) {
            return (gradient * gradient * gradient);
        };
        return CubicEase;
    })(EasingFunction);
    BABYLON.CubicEase = CubicEase;
    var ElasticEase = (function (_super) {
        __extends(ElasticEase, _super);
        function ElasticEase(oscillations, springiness) {
            if (oscillations === void 0) { oscillations = 3; }
            if (springiness === void 0) { springiness = 3; }
            _super.call(this);
            this.oscillations = oscillations;
            this.springiness = springiness;
        }
        ElasticEase.prototype.easeInCore = function (gradient) {
            var num2;
            var num3 = Math.max(0.0, this.oscillations);
            var num = Math.max(0.0, this.springiness);
            if (num == 0) {
                num2 = gradient;
            }
            else {
                num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
            }
            return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
        };
        return ElasticEase;
    })(EasingFunction);
    BABYLON.ElasticEase = ElasticEase;
    var ExponentialEase = (function (_super) {
        __extends(ExponentialEase, _super);
        function ExponentialEase(exponent) {
            if (exponent === void 0) { exponent = 2; }
            _super.call(this);
            this.exponent = exponent;
        }
        ExponentialEase.prototype.easeInCore = function (gradient) {
            if (this.exponent <= 0) {
                return gradient;
            }
            return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
        };
        return ExponentialEase;
    })(EasingFunction);
    BABYLON.ExponentialEase = ExponentialEase;
    var PowerEase = (function (_super) {
        __extends(PowerEase, _super);
        function PowerEase(power) {
            if (power === void 0) { power = 2; }
            _super.call(this);
            this.power = power;
        }
        PowerEase.prototype.easeInCore = function (gradient) {
            var y = Math.max(0.0, this.power);
            return Math.pow(gradient, y);
        };
        return PowerEase;
    })(EasingFunction);
    BABYLON.PowerEase = PowerEase;
    var QuadraticEase = (function (_super) {
        __extends(QuadraticEase, _super);
        function QuadraticEase() {
            _super.apply(this, arguments);
        }
        QuadraticEase.prototype.easeInCore = function (gradient) {
            return (gradient * gradient);
        };
        return QuadraticEase;
    })(EasingFunction);
    BABYLON.QuadraticEase = QuadraticEase;
    var QuarticEase = (function (_super) {
        __extends(QuarticEase, _super);
        function QuarticEase() {
            _super.apply(this, arguments);
        }
        QuarticEase.prototype.easeInCore = function (gradient) {
            return (gradient * gradient * gradient * gradient);
        };
        return QuarticEase;
    })(EasingFunction);
    BABYLON.QuarticEase = QuarticEase;
    var QuinticEase = (function (_super) {
        __extends(QuinticEase, _super);
        function QuinticEase() {
            _super.apply(this, arguments);
        }
        QuinticEase.prototype.easeInCore = function (gradient) {
            return (gradient * gradient * gradient * gradient * gradient);
        };
        return QuinticEase;
    })(EasingFunction);
    BABYLON.QuinticEase = QuinticEase;
    var SineEase = (function (_super) {
        __extends(SineEase, _super);
        function SineEase() {
            _super.apply(this, arguments);
        }
        SineEase.prototype.easeInCore = function (gradient) {
            return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
        };
        return SineEase;
    })(EasingFunction);
    BABYLON.SineEase = SineEase;
    var BezierCurveEase = (function (_super) {
        __extends(BezierCurveEase, _super);
        function BezierCurveEase(x1, y1, x2, y2) {
            if (x1 === void 0) { x1 = 0; }
            if (y1 === void 0) { y1 = 0; }
            if (x2 === void 0) { x2 = 1; }
            if (y2 === void 0) { y2 = 1; }
            _super.call(this);
            this.x1 = x1;
            this.y1 = y1;
            this.x2 = x2;
            this.y2 = y2;
        }
        BezierCurveEase.prototype.easeInCore = function (gradient) {
            return BABYLON.BezierCurve.interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
        };
        return BezierCurveEase;
    })(EasingFunction);
    BABYLON.BezierCurveEase = BezierCurveEase;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.easing.js.mapvar BABYLON;
(function (BABYLON) {
    var Octree = (function () {
        function Octree(creationFunc, maxBlockCapacity, maxDepth) {
            if (maxDepth === void 0) { maxDepth = 2; }
            this.maxDepth = maxDepth;
            this.dynamicContent = new Array();
            this._maxBlockCapacity = maxBlockCapacity || 64;
            this._selectionContent = new BABYLON.SmartArray(1024);
            this._creationFunc = creationFunc;
        }
        // Methods
        Octree.prototype.update = function (worldMin, worldMax, entries) {
            Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
        };
        Octree.prototype.addMesh = function (entry) {
            for (var index = 0; index < this.blocks.length; index++) {
                var block = this.blocks[index];
                block.addEntry(entry);
            }
        };
        Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
            this._selectionContent.reset();
            for (var index = 0; index < this.blocks.length; index++) {
                var block = this.blocks[index];
                block.select(frustumPlanes, this._selectionContent, allowDuplicate);
            }
            if (allowDuplicate) {
                this._selectionContent.concat(this.dynamicContent);
            }
            else {
                this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
            }
            return this._selectionContent;
        };
        Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
            this._selectionContent.reset();
            for (var index = 0; index < this.blocks.length; index++) {
                var block = this.blocks[index];
                block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
            }
            if (allowDuplicate) {
                this._selectionContent.concat(this.dynamicContent);
            }
            else {
                this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
            }
            return this._selectionContent;
        };
        Octree.prototype.intersectsRay = function (ray) {
            this._selectionContent.reset();
            for (var index = 0; index < this.blocks.length; index++) {
                var block = this.blocks[index];
                block.intersectsRay(ray, this._selectionContent);
            }
            this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
            return this._selectionContent;
        };
        Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
            target.blocks = new Array();
            var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
            for (var x = 0; x < 2; x++) {
                for (var y = 0; y < 2; y++) {
                    for (var z = 0; z < 2; z++) {
                        var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
                        var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
                        var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
                        block.addEntries(entries);
                        target.blocks.push(block);
                    }
                }
            }
        };
        Octree.CreationFuncForMeshes = function (entry, block) {
            if (!entry.isBlocked && entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
                block.entries.push(entry);
            }
        };
        Octree.CreationFuncForSubMeshes = function (entry, block) {
            if (entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
                block.entries.push(entry);
            }
        };
        return Octree;
    })();
    BABYLON.Octree = Octree;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.octree.js.mapvar BABYLON;
(function (BABYLON) {
    var OctreeBlock = (function () {
        function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
            this.entries = new Array();
            this._boundingVectors = new Array();
            this._capacity = capacity;
            this._depth = depth;
            this._maxDepth = maxDepth;
            this._creationFunc = creationFunc;
            this._minPoint = minPoint;
            this._maxPoint = maxPoint;
            this._boundingVectors.push(minPoint.clone());
            this._boundingVectors.push(maxPoint.clone());
            this._boundingVectors.push(minPoint.clone());
            this._boundingVectors[2].x = maxPoint.x;
            this._boundingVectors.push(minPoint.clone());
            this._boundingVectors[3].y = maxPoint.y;
            this._boundingVectors.push(minPoint.clone());
            this._boundingVectors[4].z = maxPoint.z;
            this._boundingVectors.push(maxPoint.clone());
            this._boundingVectors[5].z = minPoint.z;
            this._boundingVectors.push(maxPoint.clone());
            this._boundingVectors[6].x = minPoint.x;
            this._boundingVectors.push(maxPoint.clone());
            this._boundingVectors[7].y = minPoint.y;
        }
        Object.defineProperty(OctreeBlock.prototype, "capacity", {
            // Property
            get: function () {
                return this._capacity;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(OctreeBlock.prototype, "minPoint", {
            get: function () {
                return this._minPoint;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
            get: function () {
                return this._maxPoint;
            },
            enumerable: true,
            configurable: true
        });
        // Methods
        OctreeBlock.prototype.addEntry = function (entry) {
            if (this.blocks) {
                for (var index = 0; index < this.blocks.length; index++) {
                    var block = this.blocks[index];
                    block.addEntry(entry);
                }
                return;
            }
            this._creationFunc(entry, this);
            if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
                this.createInnerBlocks();
            }
        };
        OctreeBlock.prototype.addEntries = function (entries) {
            for (var index = 0; index < entries.length; index++) {
                var mesh = entries[index];
                this.addEntry(mesh);
            }
        };
        OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
            if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
                if (this.blocks) {
                    for (var index = 0; index < this.blocks.length; index++) {
                        var block = this.blocks[index];
                        block.select(frustumPlanes, selection, allowDuplicate);
                    }
                    return;
                }
                if (allowDuplicate) {
                    selection.concat(this.entries);
                }
                else {
                    selection.concatWithNoDuplicate(this.entries);
                }
            }
        };
        OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
            if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
                if (this.blocks) {
                    for (var index = 0; index < this.blocks.length; index++) {
                        var block = this.blocks[index];
                        block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
                    }
                    return;
                }
                if (allowDuplicate) {
                    selection.concat(this.entries);
                }
                else {
                    selection.concatWithNoDuplicate(this.entries);
                }
            }
        };
        OctreeBlock.prototype.intersectsRay = function (ray, selection) {
            if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
                if (this.blocks) {
                    for (var index = 0; index < this.blocks.length; index++) {
                        var block = this.blocks[index];
                        block.intersectsRay(ray, selection);
                    }
                    return;
                }
                selection.concatWithNoDuplicate(this.entries);
            }
        };
        OctreeBlock.prototype.createInnerBlocks = function () {
            BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
        };
        return OctreeBlock;
    })();
    BABYLON.OctreeBlock = OctreeBlock;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.octreeBlock.js.mapvar BABYLON;
(function (BABYLON) {
    var Bone = (function () {
        function Bone(name, skeleton, parentBone, matrix) {
            this.name = name;
            this.children = new Array();
            this.animations = new Array();
            this._worldTransform = new BABYLON.Matrix();
            this._absoluteTransform = new BABYLON.Matrix();
            this._invertedAbsoluteTransform = new BABYLON.Matrix();
            this._skeleton = skeleton;
            this._matrix = matrix;
            this._baseMatrix = matrix;
            skeleton.bones.push(this);
            if (parentBone) {
                this._parent = parentBone;
                parentBone.children.push(this);
            }
            else {
                this._parent = null;
            }
            this._updateDifferenceMatrix();
        }
        // Members
        Bone.prototype.getParent = function () {
            return this._parent;
        };
        Bone.prototype.getLocalMatrix = function () {
            return this._matrix;
        };
        Bone.prototype.getBaseMatrix = function () {
            return this._baseMatrix;
        };
        Bone.prototype.getWorldMatrix = function () {
            return this._worldTransform;
        };
        Bone.prototype.getInvertedAbsoluteTransform = function () {
            return this._invertedAbsoluteTransform;
        };
        Bone.prototype.getAbsoluteMatrix = function () {
            var matrix = this._matrix.clone();
            var parent = this._parent;
            while (parent) {
                matrix = matrix.multiply(parent.getLocalMatrix());
                parent = parent.getParent();
            }
            return matrix;
        };
        // Methods
        Bone.prototype.updateMatrix = function (matrix) {
            this._matrix = matrix;
            this._skeleton._markAsDirty();
            this._updateDifferenceMatrix();
        };
        Bone.prototype._updateDifferenceMatrix = function () {
            if (this._parent) {
                this._matrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
            }
            else {
                this._absoluteTransform.copyFrom(this._matrix);
            }
            this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
            for (var index = 0; index < this.children.length; index++) {
                this.children[index]._updateDifferenceMatrix();
            }
        };
        Bone.prototype.markAsDirty = function () {
            this._skeleton._markAsDirty();
        };
        return Bone;
    })();
    BABYLON.Bone = Bone;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.bone.js.mapvar BABYLON;
(function (BABYLON) {
    var Skeleton = (function () {
        function Skeleton(name, id, scene) {
            this.name = name;
            this.id = id;
            this.bones = new Array();
            this._isDirty = true;
            this._identity = BABYLON.Matrix.Identity();
            this.bones = [];
            this._scene = scene;
            scene.skeletons.push(this);
        }
        // Members
        Skeleton.prototype.getTransformMatrices = function () {
            return this._transformMatrices;
        };
        // Methods
        Skeleton.prototype._markAsDirty = function () {
            this._isDirty = true;
        };
        Skeleton.prototype.prepare = function () {
            if (!this._isDirty) {
                return;
            }
            if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
                this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
            }
            for (var index = 0; index < this.bones.length; index++) {
                var bone = this.bones[index];
                var parentBone = bone.getParent();
                if (parentBone) {
                    bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
                }
                else {
                    bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
                }
                bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), this._transformMatrices, index * 16);
            }
            this._identity.copyToArray(this._transformMatrices, this.bones.length * 16);
            this._isDirty = false;
            this._scene._activeBones += this.bones.length;
        };
        Skeleton.prototype.getAnimatables = function () {
            if (!this._animatables || this._animatables.length !== this.bones.length) {
                this._animatables = [];
                for (var index = 0; index < this.bones.length; index++) {
                    this._animatables.push(this.bones[index]);
                }
            }
            return this._animatables;
        };
        Skeleton.prototype.clone = function (name, id) {
            var result = new Skeleton(name, id || name, this._scene);
            for (var index = 0; index < this.bones.length; index++) {
                var source = this.bones[index];
                var parentBone = null;
                if (source.getParent()) {
                    var parentIndex = this.bones.indexOf(source.getParent());
                    parentBone = result.bones[parentIndex];
                }
                var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix());
                BABYLON.Tools.DeepCopy(source.animations, bone.animations);
            }
            return result;
        };
        return Skeleton;
    })();
    BABYLON.Skeleton = Skeleton;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.skeleton.js.mapvar BABYLON;
(function (BABYLON) {
    var PostProcess = (function () {
        function PostProcess(name, fragmentUrl, parameters, samplers, ratio, camera, samplingMode, engine, reusable, defines) {
            if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
            this.name = name;
            this.width = -1;
            this.height = -1;
            this._reusable = false;
            this._textures = new BABYLON.SmartArray(2);
            this._currentRenderTextureInd = 0;
            if (camera != null) {
                this._camera = camera;
                this._scene = camera.getScene();
                camera.attachPostProcess(this);
                this._engine = this._scene.getEngine();
            }
            else {
                this._engine = engine;
            }
            this._renderRatio = ratio;
            this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
            this._reusable = reusable || false;
            samplers = samplers || [];
            samplers.push("textureSampler");
            this._effect = this._engine.createEffect({ vertex: "postprocess", fragment: fragmentUrl }, ["position"], parameters || [], samplers, defines !== undefined ? defines : "");
        }
        PostProcess.prototype.isReusable = function () {
            return this._reusable;
        };
        PostProcess.prototype.activate = function (camera, sourceTexture) {
            camera = camera || this._camera;
            var scene = camera.getScene();
            var maxSize = camera.getEngine().getCaps().maxTextureSize;
            var desiredWidth = ((sourceTexture ? sourceTexture._width : this._engine.getRenderingCanvas().width) * this._renderRatio) | 0;
            var desiredHeight = ((sourceTexture ? sourceTexture._height : this._engine.getRenderingCanvas().height) * this._renderRatio) | 0;
            desiredWidth = BABYLON.Tools.GetExponantOfTwo(desiredWidth, maxSize);
            desiredHeight = BABYLON.Tools.GetExponantOfTwo(desiredHeight, maxSize);
            if (this.width !== desiredWidth || this.height !== desiredHeight) {
                if (this._textures.length > 0) {
                    for (var i = 0; i < this._textures.length; i++) {
                        this._engine._releaseTexture(this._textures.data[i]);
                    }
                    this._textures.reset();
                }
                this.width = desiredWidth;
                this.height = desiredHeight;
                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 }));
                if (this._reusable) {
                    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 }));
                }
                if (this.onSizeChanged) {
                    this.onSizeChanged();
                }
            }
            this._engine.bindFramebuffer(this._textures.data[this._currentRenderTextureInd]);
            if (this.onActivate) {
                this.onActivate(camera);
            }
            // Clear
            if (this.clearColor) {
                this._engine.clear(this.clearColor, true, true);
            }
            else {
                this._engine.clear(scene.clearColor, scene.autoClear || scene.forceWireframe, true);
            }
            if (this._reusable) {
                this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
            }
        };
        PostProcess.prototype.apply = function () {
            // Check
            if (!this._effect.isReady())
                return null;
            // States
            this._engine.enableEffect(this._effect);
            this._engine.setState(false);
            this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
            this._engine.setDepthBuffer(false);
            this._engine.setDepthWrite(false);
            // Texture
            this._effect._bindTexture("textureSampler", this._textures.data[this._currentRenderTextureInd]);
            // Parameters
            if (this.onApply) {
                this.onApply(this._effect);
            }
            return this._effect;
        };
        PostProcess.prototype.dispose = function (camera) {
            camera = camera || this._camera;
            if (this._textures.length > 0) {
                for (var i = 0; i < this._textures.length; i++) {
                    this._engine._releaseTexture(this._textures.data[i]);
                }
                this._textures.reset();
            }
            if (!camera) {
                return;
            }
            camera.detachPostProcess(this);
            var index = camera._postProcesses.indexOf(this);
            if (index === camera._postProcessesTakenIndices[0] && camera._postProcessesTakenIndices.length > 0) {
                this._camera._postProcesses[camera._postProcessesTakenIndices[0]].width = -1; // invalidate frameBuffer to hint the postprocess to create a depth buffer
            }
        };
        return PostProcess;
    })();
    BABYLON.PostProcess = PostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.postProcess.js.mapvar BABYLON;
(function (BABYLON) {
    var PostProcessManager = (function () {
        function PostProcessManager(scene) {
            this._vertexDeclaration = [2];
            this._vertexStrideSize = 2 * 4;
            this._scene = scene;
        }
        PostProcessManager.prototype._prepareBuffers = function () {
            if (this._vertexBuffer) {
                return;
            }
            // VBO
            var vertices = [];
            vertices.push(1, 1);
            vertices.push(-1, 1);
            vertices.push(-1, -1);
            vertices.push(1, -1);
            this._vertexBuffer = this._scene.getEngine().createVertexBuffer(vertices);
            // Indices
            var indices = [];
            indices.push(0);
            indices.push(1);
            indices.push(2);
            indices.push(0);
            indices.push(2);
            indices.push(3);
            this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
        };
        // Methods
        PostProcessManager.prototype._prepareFrame = function (sourceTexture) {
            var postProcesses = this._scene.activeCamera._postProcesses;
            var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
            if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
                return false;
            }
            postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera, sourceTexture);
            return true;
        };
        PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
            var engine = this._scene.getEngine();
            for (var index = 0; index < postProcesses.length; index++) {
                if (index < postProcesses.length - 1) {
                    postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
                }
                else {
                    if (targetTexture) {
                        engine.bindFramebuffer(targetTexture);
                    }
                    else {
                        engine.restoreDefaultFramebuffer();
                    }
                }
                var pp = postProcesses[index];
                var effect = pp.apply();
                if (effect) {
                    if (pp.onBeforeRender) {
                        pp.onBeforeRender(effect);
                    }
                    // VBOs
                    this._prepareBuffers();
                    engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
                    // Draw order
                    engine.draw(true, 0, 6);
                }
            }
            // Restore depth buffer
            engine.setDepthBuffer(true);
            engine.setDepthWrite(true);
        };
        PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
            postProcesses = postProcesses || this._scene.activeCamera._postProcesses;
            var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
            if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
                return;
            }
            var engine = this._scene.getEngine();
            for (var index = 0; index < postProcessesTakenIndices.length; index++) {
                if (index < postProcessesTakenIndices.length - 1) {
                    postProcesses[postProcessesTakenIndices[index + 1]].activate(this._scene.activeCamera);
                }
                else {
                    if (targetTexture) {
                        engine.bindFramebuffer(targetTexture);
                    }
                    else {
                        engine.restoreDefaultFramebuffer();
                    }
                }
                if (doNotPresent) {
                    break;
                }
                var pp = postProcesses[postProcessesTakenIndices[index]];
                var effect = pp.apply();
                if (effect) {
                    if (pp.onBeforeRender) {
                        pp.onBeforeRender(effect);
                    }
                    // VBOs
                    this._prepareBuffers();
                    engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
                    // Draw order
                    engine.draw(true, 0, 6);
                }
            }
            // Restore depth buffer
            engine.setDepthBuffer(true);
            engine.setDepthWrite(true);
        };
        PostProcessManager.prototype.dispose = function () {
            if (this._vertexBuffer) {
                this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
                this._vertexBuffer = null;
            }
            if (this._indexBuffer) {
                this._scene.getEngine()._releaseBuffer(this._indexBuffer);
                this._indexBuffer = null;
            }
        };
        return PostProcessManager;
    })();
    BABYLON.PostProcessManager = PostProcessManager;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.postProcessManager.js.map
var BABYLON;
(function (BABYLON) {
    var PassPostProcess = (function (_super) {
        __extends(PassPostProcess, _super);
        function PassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
            _super.call(this, name, "pass", null, null, ratio, camera, samplingMode, engine, reusable);
        }
        return PassPostProcess;
    })(BABYLON.PostProcess);
    BABYLON.PassPostProcess = PassPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.passPostProcess.js.map
var BABYLON;
(function (BABYLON) {
    var BlurPostProcess = (function (_super) {
        __extends(BlurPostProcess, _super);
        function BlurPostProcess(name, direction, blurWidth, ratio, camera, samplingMode, engine, reusable) {
            var _this = this;
            if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
            _super.call(this, name, "blur", ["screenSize", "direction", "blurWidth"], null, ratio, camera, samplingMode, engine, reusable);
            this.direction = direction;
            this.blurWidth = blurWidth;
            this.onApply = function (effect) {
                effect.setFloat2("screenSize", _this.width, _this.height);
                effect.setVector2("direction", _this.direction);
                effect.setFloat("blurWidth", _this.blurWidth);
            };
        }
        return BlurPostProcess;
    })(BABYLON.PostProcess);
    BABYLON.BlurPostProcess = BlurPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.blurPostProcess.js.map
var BABYLON;
(function (BABYLON) {
    var FilterPostProcess = (function (_super) {
        __extends(FilterPostProcess, _super);
        function FilterPostProcess(name, kernelMatrix, ratio, camera, samplingMode, engine, reusable) {
            var _this = this;
            _super.call(this, name, "filter", ["kernelMatrix"], null, ratio, camera, samplingMode, engine, reusable);
            this.kernelMatrix = kernelMatrix;
            this.onApply = function (effect) {
                effect.setMatrix("kernelMatrix", _this.kernelMatrix);
            };
        }
        return FilterPostProcess;
    })(BABYLON.PostProcess);
    BABYLON.FilterPostProcess = FilterPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.filterPostProcess.js.map
var BABYLON;
(function (BABYLON) {
    var RefractionPostProcess = (function (_super) {
        __extends(RefractionPostProcess, _super);
        function RefractionPostProcess(name, refractionTextureUrl, color, depth, colorLevel, ratio, camera, samplingMode, engine, reusable) {
            var _this = this;
            _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], ratio, camera, samplingMode, engine, reusable);
            this.color = color;
            this.depth = depth;
            this.colorLevel = colorLevel;
            this.onActivate = function (cam) {
                _this._refRexture = _this._refRexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
            };
            this.onApply = function (effect) {
                effect.setColor3("baseColor", _this.color);
                effect.setFloat("depth", _this.depth);
                effect.setFloat("colorLevel", _this.colorLevel);
                effect.setTexture("refractionSampler", _this._refRexture);
            };
        }
        // Methods
        RefractionPostProcess.prototype.dispose = function (camera) {
            if (this._refRexture) {
                this._refRexture.dispose();
            }
            _super.prototype.dispose.call(this, camera);
        };
        return RefractionPostProcess;
    })(BABYLON.PostProcess);
    BABYLON.RefractionPostProcess = RefractionPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.refractionPostProcess.js.map
var BABYLON;
(function (BABYLON) {
    var BlackAndWhitePostProcess = (function (_super) {
        __extends(BlackAndWhitePostProcess, _super);
        function BlackAndWhitePostProcess(name, ratio, camera, samplingMode, engine, reusable) {
            _super.call(this, name, "blackAndWhite", null, null, ratio, camera, samplingMode, engine, reusable);
        }
        return BlackAndWhitePostProcess;
    })(BABYLON.PostProcess);
    BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
var BABYLON;
(function (BABYLON) {
    var ConvolutionPostProcess = (function (_super) {
        __extends(ConvolutionPostProcess, _super);
        function ConvolutionPostProcess(name, kernel, ratio, camera, samplingMode, engine, reusable) {
            var _this = this;
            _super.call(this, name, "convolution", ["kernel", "screenSize"], null, ratio, camera, samplingMode, engine, reusable);
            this.kernel = kernel;
            this.onApply = function (effect) {
                effect.setFloat2("screenSize", _this.width, _this.height);
                effect.setArray("kernel", _this.kernel);
            };
        }
        // Statics
        // Based on http://en.wikipedia.org/wiki/Kernel_(image_processing)
        ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
        ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
        ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
        ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
        ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
        ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
        return ConvolutionPostProcess;
    })(BABYLON.PostProcess);
    BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.convolutionPostProcess.js.map
var BABYLON;
(function (BABYLON) {
    var FxaaPostProcess = (function (_super) {
        __extends(FxaaPostProcess, _super);
        function FxaaPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
            var _this = this;
            _super.call(this, name, "fxaa", ["texelSize"], null, ratio, camera, samplingMode, engine, reusable);
            this.onSizeChanged = function () {
                _this.texelWidth = 1.0 / _this.width;
                _this.texelHeight = 1.0 / _this.height;
            };
            this.onApply = function (effect) {
                effect.setFloat2("texelSize", _this.texelWidth, _this.texelHeight);
            };
        }
        return FxaaPostProcess;
    })(BABYLON.PostProcess);
    BABYLON.FxaaPostProcess = FxaaPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.fxaaPostProcess.js.mapvar BABYLON;
(function (BABYLON) {
    var LensFlare = (function () {
        function LensFlare(size, position, color, imgUrl, system) {
            this.size = size;
            this.position = position;
            this.dispose = function () {
                if (this.texture) {
                    this.texture.dispose();
                }
                // Remove from scene
                var index = this._system.lensFlares.indexOf(this);
                this._system.lensFlares.splice(index, 1);
            };
            this.color = color || new BABYLON.Color3(1, 1, 1);
            this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
            this._system = system;
            system.lensFlares.push(this);
        }
        return LensFlare;
    })();
    BABYLON.LensFlare = LensFlare;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.lensFlare.js.mapvar BABYLON;
(function (BABYLON) {
    var LensFlareSystem = (function () {
        function LensFlareSystem(name, emitter, scene) {
            this.name = name;
            this.lensFlares = new Array();
            this.borderLimit = 300;
            this._vertexDeclaration = [2];
            this._vertexStrideSize = 2 * 4;
            this._isEnabled = true;
            this._scene = scene;
            this._emitter = emitter;
            scene.lensFlareSystems.push(this);
            this.meshesSelectionPredicate = function (m) { return m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0); };
            // VBO
            var vertices = [];
            vertices.push(1, 1);
            vertices.push(-1, 1);
            vertices.push(-1, -1);
            vertices.push(1, -1);
            this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
            // Indices
            var indices = [];
            indices.push(0);
            indices.push(1);
            indices.push(2);
            indices.push(0);
            indices.push(2);
            indices.push(3);
            this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
            // Effects
            this._effect = this._scene.getEngine().createEffect("lensFlare", ["position"], ["color", "viewportMatrix"], ["textureSampler"], "");
        }
        Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
            get: function () {
                return this._isEnabled;
            },
            set: function (value) {
                this._isEnabled = value;
            },
            enumerable: true,
            configurable: true
        });
        LensFlareSystem.prototype.getScene = function () {
            return this._scene;
        };
        LensFlareSystem.prototype.getEmitter = function () {
            return this._emitter;
        };
        LensFlareSystem.prototype.getEmitterPosition = function () {
            return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
        };
        LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
            var position = this.getEmitterPosition();
            position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
            this._positionX = position.x;
            this._positionY = position.y;
            position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
            if (position.z > 0) {
                if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
                    if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height))
                        return true;
                }
            }
            return false;
        };
        LensFlareSystem.prototype._isVisible = function () {
            if (!this._isEnabled) {
                return false;
            }
            var emitterPosition = this.getEmitterPosition();
            var direction = emitterPosition.subtract(this._scene.activeCamera.position);
            var distance = direction.length();
            direction.normalize();
            var ray = new BABYLON.Ray(this._scene.activeCamera.position, direction);
            var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
            return !pickInfo.hit || pickInfo.distance > distance;
        };
        LensFlareSystem.prototype.render = function () {
            if (!this._effect.isReady())
                return false;
            var engine = this._scene.getEngine();
            var viewport = this._scene.activeCamera.viewport;
            var globalViewport = viewport.toGlobal(engine);
            // Position
            if (!this.computeEffectivePosition(globalViewport)) {
                return false;
            }
            // Visibility
            if (!this._isVisible()) {
                return false;
            }
            // Intensity
            var awayX;
            var awayY;
            if (this._positionX < this.borderLimit + globalViewport.x) {
                awayX = this.borderLimit + globalViewport.x - this._positionX;
            }
            else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
                awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
            }
            else {
                awayX = 0;
            }
            if (this._positionY < this.borderLimit + globalViewport.y) {
                awayY = this.borderLimit + globalViewport.y - this._positionY;
            }
            else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
                awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
            }
            else {
                awayY = 0;
            }
            var away = (awayX > awayY) ? awayX : awayY;
            if (away > this.borderLimit) {
                away = this.borderLimit;
            }
            var intensity = 1.0 - (away / this.borderLimit);
            if (intensity < 0) {
                return false;
            }
            if (intensity > 1.0) {
                intensity = 1.0;
            }
            // Position
            var centerX = globalViewport.x + globalViewport.width / 2;
            var centerY = globalViewport.y + globalViewport.height / 2;
            var distX = centerX - this._positionX;
            var distY = centerY - this._positionY;
            // Effects
            engine.enableEffect(this._effect);
            engine.setState(false);
            engine.setDepthBuffer(false);
            engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
            // VBOs
            engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
            for (var index = 0; index < this.lensFlares.length; index++) {
                var flare = this.lensFlares[index];
                var x = centerX - (distX * flare.position);
                var y = centerY - (distY * flare.position);
                var cw = flare.size;
                var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera);
                var cx = 2 * (x / globalViewport.width) - 1.0;
                var cy = 1.0 - 2 * (y / globalViewport.height);
                var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
                this._effect.setMatrix("viewportMatrix", viewportMatrix);
                // Texture
                this._effect.setTexture("textureSampler", flare.texture);
                // Color
                this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
                // Draw order
                engine.draw(true, 0, 6);
            }
            engine.setDepthBuffer(true);
            engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
            return true;
        };
        LensFlareSystem.prototype.dispose = function () {
            if (this._vertexBuffer) {
                this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
                this._vertexBuffer = null;
            }
            if (this._indexBuffer) {
                this._scene.getEngine()._releaseBuffer(this._indexBuffer);
                this._indexBuffer = null;
            }
            while (this.lensFlares.length) {
                this.lensFlares[0].dispose();
            }
            // Remove from scene
            var index = this._scene.lensFlareSystems.indexOf(this);
            this._scene.lensFlareSystems.splice(index, 1);
        };
        return LensFlareSystem;
    })();
    BABYLON.LensFlareSystem = LensFlareSystem;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.lensFlareSystem.js.mapvar BABYLON;
(function (BABYLON) {
    var IntersectionInfo = (function () {
        function IntersectionInfo(bu, bv, distance) {
            this.bu = bu;
            this.bv = bv;
            this.distance = distance;
            this.faceId = 0;
            this.subMeshId = 0;
        }
        return IntersectionInfo;
    })();
    BABYLON.IntersectionInfo = IntersectionInfo;
    var PickingInfo = (function () {
        function PickingInfo() {
            this.hit = false;
            this.distance = 0;
            this.pickedPoint = null;
            this.pickedMesh = null;
            this.bu = 0;
            this.bv = 0;
            this.faceId = -1;
            this.subMeshId = 0;
        }
        // Methods
        PickingInfo.prototype.getNormal = function (useWorldCoordinates) {
            if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
            if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
                return null;
            }
            var indices = this.pickedMesh.getIndices();
            var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
            var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
            var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
            var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
            normal0 = normal0.scale(this.bu);
            normal1 = normal1.scale(this.bv);
            normal2 = normal2.scale(1.0 - this.bu - this.bv);
            var result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
            if (useWorldCoordinates) {
                result = BABYLON.Vector3.TransformNormal(result, this.pickedMesh.getWorldMatrix());
            }
            return result;
        };
        PickingInfo.prototype.getTextureCoordinates = function () {
            if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
                return null;
            }
            var indices = this.pickedMesh.getIndices();
            var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
            var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
            var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
            var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
            uv0 = uv0.scale(this.bu);
            uv1 = uv1.scale(this.bv);
            uv2 = uv2.scale(1.0 - this.bu - this.bv);
            return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
        };
        return PickingInfo;
    })();
    BABYLON.PickingInfo = PickingInfo;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.pickingInfo.js.mapvar BABYLON;
(function (BABYLON) {
    var FilesInput = (function () {
        /// Register to core BabylonJS object: engine, scene, rendering canvas, callback function when the scene will be loaded,
        /// loading progress callback and optionnal addionnal logic to call in the rendering loop
        function FilesInput(p_engine, p_scene, p_canvas, p_sceneLoadedCallback, p_progressCallback, p_additionnalRenderLoopLogicCallback, p_textureLoadingCallback, p_startingProcessingFilesCallback) {
            this._engine = p_engine;
            this._canvas = p_canvas;
            this._currentScene = p_scene;
            this._sceneLoadedCallback = p_sceneLoadedCallback;
            this._progressCallback = p_progressCallback;
            this._additionnalRenderLoopLogicCallback = p_additionnalRenderLoopLogicCallback;
            this._textureLoadingCallback = p_textureLoadingCallback;
            this._startingProcessingFilesCallback = p_startingProcessingFilesCallback;
        }
        FilesInput.prototype.monitorElementForDragNDrop = function (p_elementToMonitor) {
            var _this = this;
            if (p_elementToMonitor) {
                this._elementToMonitor = p_elementToMonitor;
                this._elementToMonitor.addEventListener("dragenter", function (e) {
                    _this.drag(e);
                }, false);
                this._elementToMonitor.addEventListener("dragover", function (e) {
                    _this.drag(e);
                }, false);
                this._elementToMonitor.addEventListener("drop", function (e) {
                    _this.drop(e);
                }, false);
            }
        };
        FilesInput.prototype.renderFunction = function () {
            if (this._additionnalRenderLoopLogicCallback) {
                this._additionnalRenderLoopLogicCallback();
            }
            if (this._currentScene) {
                if (this._textureLoadingCallback) {
                    var remaining = this._currentScene.getWaitingItemsCount();
                    if (remaining > 0) {
                        this._textureLoadingCallback(remaining);
                    }
                }
                this._currentScene.render();
            }
        };
        FilesInput.prototype.drag = function (e) {
            e.stopPropagation();
            e.preventDefault();
        };
        FilesInput.prototype.drop = function (eventDrop) {
            eventDrop.stopPropagation();
            eventDrop.preventDefault();
            this.loadFiles(eventDrop);
        };
        FilesInput.prototype.loadFiles = function (event) {
            if (this._startingProcessingFilesCallback)
                this._startingProcessingFilesCallback();
            // Handling data transfer via drag'n'drop
            if (event && event.dataTransfer && event.dataTransfer.files) {
                this._filesToLoad = event.dataTransfer.files;
            }
            // Handling files from input files
            if (event && event.target && event.target.files) {
                this._filesToLoad = event.target.files;
            }
            if (this._filesToLoad && this._filesToLoad.length > 0) {
                for (var i = 0; i < this._filesToLoad.length; i++) {
                    switch (this._filesToLoad[i].type) {
                        case "image/jpeg":
                        case "image/png":
                        case "image/bmp":
                            FilesInput.FilesTextures[this._filesToLoad[i].name] = this._filesToLoad[i];
                            break;
                        case "image/targa":
                        case "image/vnd.ms-dds":
                        case "audio/wav":
                        case "audio/x-wav":
                        case "audio/mp3":
                        case "audio/mpeg":
                        case "audio/mpeg3":
                        case "audio/x-mpeg-3":
                        case "audio/ogg":
                            FilesInput.FilesToLoad[this._filesToLoad[i].name] = this._filesToLoad[i];
                            break;
                        default:
                            if (this._filesToLoad[i].name.indexOf(".babylon") !== -1 && this._filesToLoad[i].name.indexOf(".manifest") === -1 && this._filesToLoad[i].name.indexOf(".incremental") === -1 && this._filesToLoad[i].name.indexOf(".babylonmeshdata") === -1 && this._filesToLoad[i].name.indexOf(".babylongeometrydata") === -1) {
                                this._sceneFileToLoad = this._filesToLoad[i];
                            }
                            break;
                    }
                }
                this.reload();
            }
        };
        FilesInput.prototype.reload = function () {
            var _this = this;
            var that = this;
            // If a ".babylon" file has been provided
            if (this._sceneFileToLoad) {
                if (this._currentScene) {
                    this._engine.stopRenderLoop();
                    this._currentScene.dispose();
                }
                BABYLON.SceneLoader.Load("file:", this._sceneFileToLoad, this._engine, function (newScene) {
                    that._currentScene = newScene;
                    // Wait for textures and shaders to be ready
                    that._currentScene.executeWhenReady(function () {
                        // Attach camera to canvas inputs
                        if (!that._currentScene.activeCamera || that._currentScene.lights.length === 0) {
                            that._currentScene.createDefaultCameraOrLight();
                        }
                        that._currentScene.activeCamera.attachControl(that._canvas);
                        if (that._sceneLoadedCallback) {
                            that._sceneLoadedCallback(_this._sceneFileToLoad, that._currentScene);
                        }
                        that._engine.runRenderLoop(function () {
                            that.renderFunction();
                        });
                    });
                }, function (progress) {
                    if (_this._progressCallback) {
                        _this._progressCallback(progress);
                    }
                });
            }
            else {
                BABYLON.Tools.Error("Please provide a valid .babylon file.");
            }
        };
        FilesInput.FilesTextures = new Array();
        FilesInput.FilesToLoad = new Array();
        return FilesInput;
    })();
    BABYLON.FilesInput = FilesInput;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.filesInput.js.mapvar BABYLON;
(function (BABYLON) {
    var OimoJSPlugin = (function () {
        function OimoJSPlugin() {
            this._registeredMeshes = [];
            /**
             * Update the body position according to the mesh position
             * @param mesh
             */
            this.updateBodyPosition = function (mesh) {
                for (var index = 0; index < this._registeredMeshes.length; index++) {
                    var registeredMesh = this._registeredMeshes[index];
                    if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
                        var body = registeredMesh.body.body;
                        mesh.computeWorldMatrix(true);
                        var center = mesh.getBoundingInfo().boundingBox.center;
                        body.setPosition(center.x, center.y, center.z);
                        body.setRotation(mesh.rotation.x, mesh.rotation.y, mesh.rotation.z);
                        return;
                    }
                    // Case where the parent has been updated
                    if (registeredMesh.mesh.parent === mesh) {
                        mesh.computeWorldMatrix(true);
                        registeredMesh.mesh.computeWorldMatrix(true);
                        var absolutePosition = registeredMesh.mesh.getAbsolutePosition();
                        var absoluteRotation = mesh.rotation;
                        body = registeredMesh.body.body;
                        body.setPosition(absolutePosition.x, absolutePosition.y, absolutePosition.z);
                        body.setRotation(absoluteRotation.x, absoluteRotation.y, absoluteRotation.z);
                        return;
                    }
                }
            };
        }
        OimoJSPlugin.prototype._checkWithEpsilon = function (value) {
            return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
        };
        OimoJSPlugin.prototype.initialize = function (iterations) {
            this._world = new OIMO.World();
            this._world.clear();
        };
        OimoJSPlugin.prototype.setGravity = function (gravity) {
            this._world.gravity = gravity;
        };
        OimoJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
            var body = null;
            this.unregisterMesh(mesh);
            mesh.computeWorldMatrix(true);
            var initialRotation = null;
            if (mesh.rotationQuaternion) {
                initialRotation = mesh.rotationQuaternion.clone();
                mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
                mesh.computeWorldMatrix(true);
            }
            var bbox = mesh.getBoundingInfo().boundingBox;
            // The delta between the mesh position and the mesh bounding box center
            var deltaPosition = mesh.position.subtract(bbox.center);
            // Transform delta position with the rotation
            if (initialRotation) {
                var m = new BABYLON.Matrix();
                initialRotation.toRotationMatrix(m);
                deltaPosition = BABYLON.Vector3.TransformCoordinates(deltaPosition, m);
            }
            switch (impostor) {
                case BABYLON.PhysicsEngine.SphereImpostor:
                    var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
                    var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
                    var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
                    var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
                    body = new OIMO.Body({
                        type: 'sphere',
                        size: [size],
                        pos: [bbox.center.x, bbox.center.y, bbox.center.z],
                        rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD],
                        move: options.mass != 0,
                        config: [options.mass, options.friction, options.restitution],
                        world: this._world
                    });
                    break;
                case BABYLON.PhysicsEngine.PlaneImpostor:
                case BABYLON.PhysicsEngine.CylinderImpostor:
                case BABYLON.PhysicsEngine.BoxImpostor:
                    var min = bbox.minimumWorld;
                    var max = bbox.maximumWorld;
                    var box = max.subtract(min);
                    var sizeX = this._checkWithEpsilon(box.x);
                    var sizeY = this._checkWithEpsilon(box.y);
                    var sizeZ = this._checkWithEpsilon(box.z);
                    body = new OIMO.Body({
                        type: 'box',
                        size: [sizeX, sizeY, sizeZ],
                        pos: [bbox.center.x, bbox.center.y, bbox.center.z],
                        rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD],
                        move: options.mass != 0,
                        config: [options.mass, options.friction, options.restitution],
                        world: this._world
                    });
                    break;
            }
            //If quaternion was set as the rotation of the object
            if (initialRotation) {
                //We have to access the rigid body's properties to set the quaternion. 
                //The setQuaternion function of Oimo only sets the newOrientation that is only set after an impulse is given or a collision.
                body.body.orientation = new OIMO.Quat(initialRotation.w, initialRotation.x, initialRotation.y, initialRotation.z);
                //update the internal rotation matrix
                body.body.syncShapes();
            }
            this._registeredMeshes.push({
                mesh: mesh,
                body: body,
                delta: deltaPosition
            });
            return body;
        };
        OimoJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
            var types = [], sizes = [], positions = [], rotations = [];
            var initialMesh = parts[0].mesh;
            for (var index = 0; index < parts.length; index++) {
                var part = parts[index];
                var bodyParameters = this._createBodyAsCompound(part, options, initialMesh);
                types.push(bodyParameters.type);
                sizes.push.apply(sizes, bodyParameters.size);
                positions.push.apply(positions, bodyParameters.pos);
                rotations.push.apply(rotations, bodyParameters.rot);
            }
            var body = new OIMO.Body({
                type: types,
                size: sizes,
                pos: positions,
                rot: rotations,
                move: options.mass != 0,
                config: [options.mass, options.friction, options.restitution],
                world: this._world
            });
            this._registeredMeshes.push({
                mesh: initialMesh,
                body: body
            });
            return body;
        };
        OimoJSPlugin.prototype._createBodyAsCompound = function (part, options, initialMesh) {
            var bodyParameters = null;
            var mesh = part.mesh;
            // We need the bounding box/sphere info to compute the physics body
            mesh.computeWorldMatrix();
            switch (part.impostor) {
                case BABYLON.PhysicsEngine.SphereImpostor:
                    var bbox = mesh.getBoundingInfo().boundingBox;
                    var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
                    var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
                    var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
                    var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
                    bodyParameters = {
                        type: 'sphere',
                        /* bug with oimo : sphere needs 3 sizes in this case */
                        size: [size, -1, -1],
                        pos: [mesh.position.x, mesh.position.y, mesh.position.z],
                        rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD]
                    };
                    break;
                case BABYLON.PhysicsEngine.PlaneImpostor:
                case BABYLON.PhysicsEngine.BoxImpostor:
                    bbox = mesh.getBoundingInfo().boundingBox;
                    var min = bbox.minimumWorld;
                    var max = bbox.maximumWorld;
                    var box = max.subtract(min);
                    var sizeX = this._checkWithEpsilon(box.x);
                    var sizeY = this._checkWithEpsilon(box.y);
                    var sizeZ = this._checkWithEpsilon(box.z);
                    var relativePosition = mesh.position;
                    bodyParameters = {
                        type: 'box',
                        size: [sizeX, sizeY, sizeZ],
                        pos: [relativePosition.x, relativePosition.y, relativePosition.z],
                        rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD]
                    };
                    break;
            }
            return bodyParameters;
        };
        OimoJSPlugin.prototype.unregisterMesh = function (mesh) {
            for (var index = 0; index < this._registeredMeshes.length; index++) {
                var registeredMesh = this._registeredMeshes[index];
                if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
                    if (registeredMesh.body) {
                        this._world.removeRigidBody(registeredMesh.body.body);
                        this._unbindBody(registeredMesh.body);
                    }
                    this._registeredMeshes.splice(index, 1);
                    return;
                }
            }
        };
        OimoJSPlugin.prototype._unbindBody = function (body) {
            for (var index = 0; index < this._registeredMeshes.length; index++) {
                var registeredMesh = this._registeredMeshes[index];
                if (registeredMesh.body === body) {
                    registeredMesh.body = null;
                }
            }
        };
        OimoJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
            for (var index = 0; index < this._registeredMeshes.length; index++) {
                var registeredMesh = this._registeredMeshes[index];
                if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
                    // Get object mass to have a behaviour similar to cannon.js
                    var mass = registeredMesh.body.body.massInfo.mass;
                    // The force is scaled with the mass of object
                    registeredMesh.body.body.applyImpulse(contactPoint.scale(OIMO.INV_SCALE), force.scale(OIMO.INV_SCALE * mass));
                    return;
                }
            }
        };
        OimoJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
            var body1 = null, body2 = null;
            for (var index = 0; index < this._registeredMeshes.length; index++) {
                var registeredMesh = this._registeredMeshes[index];
                if (registeredMesh.mesh === mesh1) {
                    body1 = registeredMesh.body.body;
                }
                else if (registeredMesh.mesh === mesh2) {
                    body2 = registeredMesh.body.body;
                }
            }
            if (!body1 || !body2) {
                return false;
            }
            if (!options) {
                options = {};
            }
            new OIMO.Link({
                type: options.type,
                body1: body1,
                body2: body2,
                min: options.min,
                max: options.max,
                axe1: options.axe1,
                axe2: options.axe2,
                pos1: [pivot1.x, pivot1.y, pivot1.z],
                pos2: [pivot2.x, pivot2.y, pivot2.z],
                collision: options.collision,
                spring: options.spring,
                world: this._world
            });
            return true;
        };
        OimoJSPlugin.prototype.dispose = function () {
            this._world.clear();
            while (this._registeredMeshes.length) {
                this.unregisterMesh(this._registeredMeshes[0].mesh);
            }
        };
        OimoJSPlugin.prototype.isSupported = function () {
            return OIMO !== undefined;
        };
        OimoJSPlugin.prototype._getLastShape = function (body) {
            var lastShape = body.shapes;
            while (lastShape.next) {
                lastShape = lastShape.next;
            }
            return lastShape;
        };
        OimoJSPlugin.prototype.runOneStep = function (time) {
            this._world.step();
            // Update the position of all registered meshes
            var i = this._registeredMeshes.length;
            var m;
            while (i--) {
                var body = this._registeredMeshes[i].body.body;
                var mesh = this._registeredMeshes[i].mesh;
                var delta = this._registeredMeshes[i].delta;
                if (!body.sleeping) {
                    if (body.shapes.next) {
                        var parentShape = this._getLastShape(body);
                        mesh.position.x = parentShape.position.x * OIMO.WORLD_SCALE;
                        mesh.position.y = parentShape.position.y * OIMO.WORLD_SCALE;
                        mesh.position.z = parentShape.position.z * OIMO.WORLD_SCALE;
                        var mtx = BABYLON.Matrix.FromArray(body.getMatrix());
                        if (!mesh.rotationQuaternion) {
                            mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
                        }
                        mesh.rotationQuaternion.fromRotationMatrix(mtx);
                        mesh.computeWorldMatrix();
                    }
                    else {
                        m = body.getMatrix();
                        mtx = BABYLON.Matrix.FromArray(m);
                        // Body position
                        var bodyX = mtx.m[12], bodyY = mtx.m[13], bodyZ = mtx.m[14];
                        if (!delta) {
                            mesh.position.x = bodyX;
                            mesh.position.y = bodyY;
                            mesh.position.z = bodyZ;
                        }
                        else {
                            mesh.position.x = bodyX + delta.x;
                            mesh.position.y = bodyY + delta.y;
                            mesh.position.z = bodyZ + delta.z;
                        }
                        if (!mesh.rotationQuaternion) {
                            mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
                        }
                        BABYLON.Quaternion.FromRotationMatrixToRef(mtx, mesh.rotationQuaternion);
                        mesh.computeWorldMatrix();
                    }
                }
            }
        };
        return OimoJSPlugin;
    })();
    BABYLON.OimoJSPlugin = OimoJSPlugin;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.oimoJSPlugin.js.mapvar BABYLON;
(function (BABYLON) {
    var PhysicsEngine = (function () {
        function PhysicsEngine(plugin) {
            this._currentPlugin = plugin || new BABYLON.OimoJSPlugin();
        }
        PhysicsEngine.prototype._initialize = function (gravity) {
            this._currentPlugin.initialize();
            this._setGravity(gravity);
        };
        PhysicsEngine.prototype._runOneStep = function (delta) {
            if (delta > 0.1) {
                delta = 0.1;
            }
            else if (delta <= 0) {
                delta = 1.0 / 60.0;
            }
            this._currentPlugin.runOneStep(delta);
        };
        PhysicsEngine.prototype._setGravity = function (gravity) {
            this.gravity = gravity || new BABYLON.Vector3(0, -9.82, 0);
            this._currentPlugin.setGravity(this.gravity);
        };
        PhysicsEngine.prototype._registerMesh = function (mesh, impostor, options) {
            return this._currentPlugin.registerMesh(mesh, impostor, options);
        };
        PhysicsEngine.prototype._registerMeshesAsCompound = function (parts, options) {
            return this._currentPlugin.registerMeshesAsCompound(parts, options);
        };
        PhysicsEngine.prototype._unregisterMesh = function (mesh) {
            this._currentPlugin.unregisterMesh(mesh);
        };
        PhysicsEngine.prototype._applyImpulse = function (mesh, force, contactPoint) {
            this._currentPlugin.applyImpulse(mesh, force, contactPoint);
        };
        PhysicsEngine.prototype._createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
            return this._currentPlugin.createLink(mesh1, mesh2, pivot1, pivot2, options);
        };
        PhysicsEngine.prototype._updateBodyPosition = function (mesh) {
            this._currentPlugin.updateBodyPosition(mesh);
        };
        PhysicsEngine.prototype.dispose = function () {
            this._currentPlugin.dispose();
        };
        PhysicsEngine.prototype.isSupported = function () {
            return this._currentPlugin.isSupported();
        };
        // Statics
        PhysicsEngine.NoImpostor = 0;
        PhysicsEngine.SphereImpostor = 1;
        PhysicsEngine.BoxImpostor = 2;
        PhysicsEngine.PlaneImpostor = 3;
        PhysicsEngine.MeshImpostor = 4;
        PhysicsEngine.CapsuleImpostor = 5;
        PhysicsEngine.ConeImpostor = 6;
        PhysicsEngine.CylinderImpostor = 7;
        PhysicsEngine.ConvexHullImpostor = 8;
        PhysicsEngine.Epsilon = 0.001;
        return PhysicsEngine;
    })();
    BABYLON.PhysicsEngine = PhysicsEngine;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.physicsEngine.js.mapvar BABYLON;
(function (BABYLON) {
    var serializeLight = function (light) {
        var serializationObject = {};
        serializationObject.name = light.name;
        serializationObject.id = light.id;
        serializationObject.tags = BABYLON.Tags.GetTags(light);
        if (light instanceof BABYLON.PointLight) {
            serializationObject.type = 0;
            serializationObject.position = light.position.asArray();
        }
        else if (light instanceof BABYLON.DirectionalLight) {
            serializationObject.type = 1;
            var directionalLight = light;
            serializationObject.position = directionalLight.position.asArray();
            serializationObject.direction = directionalLight.direction.asArray();
        }
        else if (light instanceof BABYLON.SpotLight) {
            serializationObject.type = 2;
            var spotLight = light;
            serializationObject.position = spotLight.position.asArray();
            serializationObject.direction = spotLight.position.asArray();
            serializationObject.angle = spotLight.angle;
            serializationObject.exponent = spotLight.exponent;
        }
        else if (light instanceof BABYLON.HemisphericLight) {
            serializationObject.type = 3;
            var hemisphericLight = light;
            serializationObject.direction = hemisphericLight.direction.asArray();
            serializationObject.groundColor = hemisphericLight.groundColor.asArray();
        }
        if (light.intensity) {
            serializationObject.intensity = light.intensity;
        }
        serializationObject.range = light.range;
        serializationObject.diffuse = light.diffuse.asArray();
        serializationObject.specular = light.specular.asArray();
        return serializationObject;
    };
    var serializeFresnelParameter = function (fresnelParameter) {
        var serializationObject = {};
        serializationObject.isEnabled = fresnelParameter.isEnabled;
        serializationObject.leftColor = fresnelParameter.leftColor;
        serializationObject.rightColor = fresnelParameter.rightColor;
        serializationObject.bias = fresnelParameter.bias;
        serializationObject.power = fresnelParameter.power;
        return serializationObject;
    };
    var appendAnimations = function (source, destination) {
        if (source.animations) {
            destination.animations = [];
            for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
                var animation = source.animations[animationIndex];
                destination.animations.push(serializeAnimation(animation));
            }
        }
    };
    var serializeCamera = function (camera) {
        var serializationObject = {};
        serializationObject.name = camera.name;
        serializationObject.tags = BABYLON.Tags.GetTags(camera);
        serializationObject.id = camera.id;
        serializationObject.position = camera.position.asArray();
        // Parent
        if (camera.parent) {
            serializationObject.parentId = camera.parent.id;
        }
        serializationObject.fov = camera.fov;
        serializationObject.minZ = camera.minZ;
        serializationObject.maxZ = camera.maxZ;
        serializationObject.inertia = camera.inertia;
        //setting the type
        if (camera instanceof BABYLON.FreeCamera) {
            serializationObject.type = "FreeCamera";
        }
        else if (camera instanceof BABYLON.ArcRotateCamera) {
            serializationObject.type = "ArcRotateCamera";
        }
        else if (camera instanceof BABYLON.AnaglyphArcRotateCamera) {
            serializationObject.type = "AnaglyphArcRotateCamera";
        }
        else if (camera instanceof BABYLON.GamepadCamera) {
            serializationObject.type = "GamepadCamera";
        }
        else if (camera instanceof BABYLON.AnaglyphFreeCamera) {
            serializationObject.type = "AnaglyphFreeCamera";
        }
        else if (camera instanceof BABYLON.DeviceOrientationCamera) {
            serializationObject.type = "DeviceOrientationCamera";
        }
        else if (camera instanceof BABYLON.FollowCamera) {
            serializationObject.type = "FollowCamera";
        }
        else if (camera instanceof BABYLON.OculusCamera) {
            serializationObject.type = "OculusCamera";
        }
        else if (camera instanceof BABYLON.OculusGamepadCamera) {
            serializationObject.type = "OculusGamepadCamera";
        }
        else if (camera instanceof BABYLON.TouchCamera) {
            serializationObject.type = "TouchCamera";
        }
        else if (camera instanceof BABYLON.VirtualJoysticksCamera) {
            serializationObject.type = "VirtualJoysticksCamera";
        }
        else if (camera instanceof BABYLON.WebVRCamera) {
            serializationObject.type = "WebVRCamera";
        }
        else if (camera instanceof BABYLON.VRDeviceOrientationCamera) {
            serializationObject.type = "VRDeviceOrientationCamera";
        }
        //special properties of specific cameras
        if (camera instanceof BABYLON.ArcRotateCamera || camera instanceof BABYLON.AnaglyphArcRotateCamera) {
            var arcCamera = camera;
            serializationObject.alpha = arcCamera.alpha;
            serializationObject.beta = arcCamera.beta;
            serializationObject.radius = arcCamera.radius;
            if (arcCamera.target && arcCamera.target.id) {
                serializationObject.lockedTargetId = arcCamera.target.id;
            }
        }
        else if (camera instanceof BABYLON.FollowCamera) {
            var followCam = camera;
            serializationObject.radius = followCam.radius;
            serializationObject.heightOffset = followCam.heightOffset;
            serializationObject.rotationOffset = followCam.rotationOffset;
        }
        else if (camera instanceof BABYLON.AnaglyphFreeCamera || camera instanceof BABYLON.AnaglyphArcRotateCamera) {
            //eye space is a private member and can only be access like this. Without changing the implementation this is the best way to get it.
            if (camera['_eyeSpace'] !== undefined) {
                serializationObject.eye_space = BABYLON.Tools.ToDegrees(camera['_eyeSpace']);
            }
        }
        //general properties that not all cameras have. The [] is due to typescript's type safety
        if (camera['speed'] !== undefined) {
            serializationObject.speed = camera['speed'];
        }
        if (camera['target'] && camera['target'] instanceof BABYLON.Vector3) {
            serializationObject.target = camera['target'].asArray();
        }
        // Target
        if (camera['rotation'] && camera['rotation'] instanceof BABYLON.Vector3) {
            serializationObject.rotation = camera['rotation'].asArray();
        }
        // Locked target
        if (camera['lockedTarget'] && camera['lockedTarget'].id) {
            serializationObject.lockedTargetId = camera['lockedTarget'].id;
        }
        serializationObject.checkCollisions = camera['checkCollisions'] || false;
        serializationObject.applyGravity = camera['applyGravity'] || false;
        if (camera['ellipsoid']) {
            serializationObject.ellipsoid = camera['ellipsoid'].asArray();
        }
        // Animations
        appendAnimations(camera, serializationObject);
        // Layer mask
        serializationObject.layerMask = camera.layerMask;
        return serializationObject;
    };
    var serializeAnimation = function (animation) {
        var serializationObject = {};
        serializationObject.name = animation.name;
        serializationObject.property = animation.targetProperty;
        serializationObject.framePerSecond = animation.framePerSecond;
        serializationObject.dataType = animation.dataType;
        serializationObject.loopBehavior = animation.loopMode;
        var dataType = animation.dataType;
        serializationObject.keys = [];
        var keys = animation.getKeys();
        for (var index = 0; index < keys.length; index++) {
            var animationKey = keys[index];
            var key = {};
            key.frame = animationKey.frame;
            switch (dataType) {
                case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
                    key.values = [animationKey.value];
                    break;
                case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
                case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
                case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
                    key.values = animationKey.value.asArray();
                    break;
            }
            serializationObject.keys.push(key);
        }
        return serializationObject;
    };
    var serializeMultiMaterial = function (material) {
        var serializationObject = {};
        serializationObject.name = material.name;
        serializationObject.id = material.id;
        serializationObject.tags = BABYLON.Tags.GetTags(material);
        serializationObject.materials = [];
        for (var matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {
            var subMat = material.subMaterials[matIndex];
            if (subMat) {
                serializationObject.materials.push(subMat.id);
            }
            else {
                serializationObject.materials.push(null);
            }
        }
        return serializationObject;
    };
    var serializeMaterial = function (material) {
        var serializationObject = {};
        serializationObject.name = material.name;
        serializationObject.ambient = material.ambientColor.asArray();
        serializationObject.diffuse = material.diffuseColor.asArray();
        serializationObject.specular = material.specularColor.asArray();
        serializationObject.specularPower = material.specularPower;
        serializationObject.emissive = material.emissiveColor.asArray();
        serializationObject.alpha = material.alpha;
        serializationObject.id = material.id;
        serializationObject.tags = BABYLON.Tags.GetTags(material);
        serializationObject.backFaceCulling = material.backFaceCulling;
        if (material.diffuseTexture) {
            serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture);
        }
        if (material.diffuseFresnelParameters) {
            serializationObject.diffuseFresnelParameters = serializeFresnelParameter(material.diffuseFresnelParameters);
        }
        if (material.ambientTexture) {
            serializationObject.ambientTexture = serializeTexture(material.ambientTexture);
        }
        if (material.opacityTexture) {
            serializationObject.opacityTexture = serializeTexture(material.opacityTexture);
        }
        if (material.opacityFresnelParameters) {
            serializationObject.opacityFresnelParameters = serializeFresnelParameter(material.opacityFresnelParameters);
        }
        if (material.reflectionTexture) {
            serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture);
        }
        if (material.reflectionFresnelParameters) {
            serializationObject.reflectionFresnelParameters = serializeFresnelParameter(material.reflectionFresnelParameters);
        }
        if (material.emissiveTexture) {
            serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture);
        }
        if (material.emissiveFresnelParameters) {
            serializationObject.emissiveFresnelParameters = serializeFresnelParameter(material.emissiveFresnelParameters);
        }
        if (material.specularTexture) {
            serializationObject.specularTexture = serializeTexture(material.specularTexture);
        }
        if (material.bumpTexture) {
            serializationObject.bumpTexture = serializeTexture(material.bumpTexture);
        }
        return serializationObject;
    };
    var serializeTexture = function (texture) {
        var serializationObject = {};
        if (!texture.name) {
            return null;
        }
        if (texture instanceof BABYLON.CubeTexture) {
            serializationObject.name = texture.name;
            serializationObject.hasAlpha = texture.hasAlpha;
            serializationObject.level = texture.level;
            serializationObject.coordinatesMode = texture.coordinatesMode;
            return serializationObject;
        }
        if (texture instanceof BABYLON.MirrorTexture) {
            var mirrorTexture = texture;
            serializationObject.renderTargetSize = mirrorTexture.getRenderSize();
            serializationObject.renderList = [];
            for (var index = 0; index < mirrorTexture.renderList.length; index++) {
                serializationObject.renderList.push(mirrorTexture.renderList[index].id);
            }
            serializationObject.mirrorPlane = mirrorTexture.mirrorPlane.asArray();
        }
        else if (texture instanceof BABYLON.RenderTargetTexture) {
            var renderTargetTexture = texture;
            serializationObject.renderTargetSize = renderTargetTexture.getRenderSize();
            serializationObject.renderList = [];
            for (index = 0; index < renderTargetTexture.renderList.length; index++) {
                serializationObject.renderList.push(renderTargetTexture.renderList[index].id);
            }
        }
        var regularTexture = texture;
        serializationObject.name = texture.name;
        serializationObject.hasAlpha = texture.hasAlpha;
        serializationObject.level = texture.level;
        serializationObject.coordinatesIndex = texture.coordinatesIndex;
        serializationObject.coordinatesMode = texture.coordinatesMode;
        serializationObject.uOffset = regularTexture.uOffset;
        serializationObject.vOffset = regularTexture.vOffset;
        serializationObject.uScale = regularTexture.uScale;
        serializationObject.vScale = regularTexture.vScale;
        serializationObject.uAng = regularTexture.uAng;
        serializationObject.vAng = regularTexture.vAng;
        serializationObject.wAng = regularTexture.wAng;
        serializationObject.wrapU = texture.wrapU;
        serializationObject.wrapV = texture.wrapV;
        // Animations
        appendAnimations(texture, serializationObject);
        return serializationObject;
    };
    var serializeSkeleton = function (skeleton) {
        var serializationObject = {};
        serializationObject.name = skeleton.name;
        serializationObject.id = skeleton.id;
        serializationObject.bones = [];
        for (var index = 0; index < skeleton.bones.length; index++) {
            var bone = skeleton.bones[index];
            var serializedBone = {
                parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1,
                name: bone.name,
                matrix: bone.getLocalMatrix().toArray()
            };
            serializationObject.bones.push(serializedBone);
            if (bone.animations && bone.animations.length > 0) {
                serializedBone.animation = serializeAnimation(bone.animations[0]);
            }
        }
        return serializationObject;
    };
    var serializeParticleSystem = function (particleSystem) {
        var serializationObject = {};
        serializationObject.emitterId = particleSystem.emitter.id;
        serializationObject.capacity = particleSystem.getCapacity();
        if (particleSystem.particleTexture) {
            serializationObject.textureName = particleSystem.particleTexture.name;
        }
        serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
        serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
        serializationObject.minSize = particleSystem.minSize;
        serializationObject.maxSize = particleSystem.maxSize;
        serializationObject.minLifeTime = particleSystem.minLifeTime;
        serializationObject.maxLifeTime = particleSystem.maxLifeTime;
        serializationObject.emitRate = particleSystem.emitRate;
        serializationObject.minEmitBox = particleSystem.minEmitBox.asArray();
        serializationObject.maxEmitBox = particleSystem.maxEmitBox.asArray();
        serializationObject.gravity = particleSystem.gravity.asArray();
        serializationObject.direction1 = particleSystem.direction1.asArray();
        serializationObject.direction2 = particleSystem.direction2.asArray();
        serializationObject.color1 = particleSystem.color1.asArray();
        serializationObject.color2 = particleSystem.color2.asArray();
        serializationObject.colorDead = particleSystem.colorDead.asArray();
        serializationObject.updateSpeed = particleSystem.updateSpeed;
        serializationObject.targetStopDuration = particleSystem.targetStopDuration;
        serializationObject.textureMask = particleSystem.textureMask.asArray();
        serializationObject.blendMode = particleSystem.blendMode;
        return serializationObject;
    };
    var serializeLensFlareSystem = function (lensFlareSystem) {
        var serializationObject = {};
        serializationObject.emitterId = lensFlareSystem.getEmitter().id;
        serializationObject.borderLimit = lensFlareSystem.borderLimit;
        serializationObject.flares = [];
        for (var index = 0; index < lensFlareSystem.lensFlares.length; index++) {
            var flare = lensFlareSystem.lensFlares[index];
            serializationObject.flares.push({
                size: flare.size,
                position: flare.position,
                color: flare.color.asArray(),
                textureName: BABYLON.Tools.GetFilename(flare.texture.name)
            });
        }
        return serializationObject;
    };
    var serializeShadowGenerator = function (light) {
        var serializationObject = {};
        var shadowGenerator = light.getShadowGenerator();
        serializationObject.lightId = light.id;
        serializationObject.mapSize = shadowGenerator.getShadowMap().getRenderSize();
        serializationObject.useVarianceShadowMap = shadowGenerator.useVarianceShadowMap;
        serializationObject.usePoissonSampling = shadowGenerator.usePoissonSampling;
        serializationObject.renderList = [];
        for (var meshIndex = 0; meshIndex < shadowGenerator.getShadowMap().renderList.length; meshIndex++) {
            var mesh = shadowGenerator.getShadowMap().renderList[meshIndex];
            serializationObject.renderList.push(mesh.id);
        }
        return serializationObject;
    };
    var serializedGeometries = [];
    var serializeGeometry = function (geometry, serializationGeometries) {
        if (serializedGeometries[geometry.id]) {
            return;
        }
        if (geometry instanceof BABYLON.Geometry.Primitives.Box) {
            serializationGeometries.boxes.push(serializeBox(geometry));
        }
        else if (geometry instanceof BABYLON.Geometry.Primitives.Sphere) {
            serializationGeometries.spheres.push(serializeSphere(geometry));
        }
        else if (geometry instanceof BABYLON.Geometry.Primitives.Cylinder) {
            serializationGeometries.cylinders.push(serializeCylinder(geometry));
        }
        else if (geometry instanceof BABYLON.Geometry.Primitives.Torus) {
            serializationGeometries.toruses.push(serializeTorus(geometry));
        }
        else if (geometry instanceof BABYLON.Geometry.Primitives.Ground) {
            serializationGeometries.grounds.push(serializeGround(geometry));
        }
        else if (geometry instanceof BABYLON.Geometry.Primitives.Plane) {
            serializationGeometries.planes.push(serializePlane(geometry));
        }
        else if (geometry instanceof BABYLON.Geometry.Primitives.TorusKnot) {
            serializationGeometries.torusKnots.push(serializeTorusKnot(geometry));
        }
        else if (geometry instanceof BABYLON.Geometry.Primitives._Primitive) {
            throw new Error("Unknow primitive type");
        }
        else {
            serializationGeometries.vertexData.push(serializeVertexData(geometry));
        }
        serializedGeometries[geometry.id] = true;
    };
    var serializeGeometryBase = function (geometry) {
        var serializationObject = {};
        serializationObject.id = geometry.id;
        if (BABYLON.Tags.HasTags(geometry)) {
            serializationObject.tags = BABYLON.Tags.GetTags(geometry);
        }
        return serializationObject;
    };
    var serializeVertexData = function (vertexData) {
        var serializationObject = serializeGeometryBase(vertexData);
        if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
            serializationObject.positions = vertexData.getVerticesData(BABYLON.VertexBuffer.PositionKind);
        }
        if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
            serializationObject.normals = vertexData.getVerticesData(BABYLON.VertexBuffer.NormalKind);
        }
        if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
            serializationObject.uvs = vertexData.getVerticesData(BABYLON.VertexBuffer.UVKind);
        }
        if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
            serializationObject.uvs2 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
        }
        if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
            serializationObject.colors = vertexData.getVerticesData(BABYLON.VertexBuffer.ColorKind);
        }
        if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
            serializationObject.matricesIndices = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
            serializationObject.matricesIndices._isExpanded = true;
        }
        if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
            serializationObject.matricesWeights = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
        }
        serializationObject.indices = vertexData.getIndices();
        return serializationObject;
    };
    var serializePrimitive = function (primitive) {
        var serializationObject = serializeGeometryBase(primitive);
        serializationObject.canBeRegenerated = primitive.canBeRegenerated();
        return serializationObject;
    };
    var serializeBox = function (box) {
        var serializationObject = serializePrimitive(box);
        serializationObject.size = box.size;
        return serializationObject;
    };
    var serializeSphere = function (sphere) {
        var serializationObject = serializePrimitive(sphere);
        serializationObject.segments = sphere.segments;
        serializationObject.diameter = sphere.diameter;
        return serializationObject;
    };
    var serializeCylinder = function (cylinder) {
        var serializationObject = serializePrimitive(cylinder);
        serializationObject.height = cylinder.height;
        serializationObject.diameterTop = cylinder.diameterTop;
        serializationObject.diameterBottom = cylinder.diameterBottom;
        serializationObject.tessellation = cylinder.tessellation;
        return serializationObject;
    };
    var serializeTorus = function (torus) {
        var serializationObject = serializePrimitive(torus);
        serializationObject.diameter = torus.diameter;
        serializationObject.thickness = torus.thickness;
        serializationObject.tessellation = torus.tessellation;
        return serializationObject;
    };
    var serializeGround = function (ground) {
        var serializationObject = serializePrimitive(ground);
        serializationObject.width = ground.width;
        serializationObject.height = ground.height;
        serializationObject.subdivisions = ground.subdivisions;
        return serializationObject;
    };
    var serializePlane = function (plane) {
        var serializationObject = serializePrimitive(plane);
        serializationObject.size = plane.size;
        return serializationObject;
    };
    var serializeTorusKnot = function (torusKnot) {
        var serializationObject = serializePrimitive(torusKnot);
        serializationObject.radius = torusKnot.radius;
        serializationObject.tube = torusKnot.tube;
        serializationObject.radialSegments = torusKnot.radialSegments;
        serializationObject.tubularSegments = torusKnot.tubularSegments;
        serializationObject.p = torusKnot.p;
        serializationObject.q = torusKnot.q;
        return serializationObject;
    };
    var serializeMesh = function (mesh, serializationScene) {
        var serializationObject = {};
        serializationObject.name = mesh.name;
        serializationObject.id = mesh.id;
        if (BABYLON.Tags.HasTags(mesh)) {
            serializationObject.tags = BABYLON.Tags.GetTags(mesh);
        }
        serializationObject.position = mesh.position.asArray();
        if (mesh.rotationQuaternion) {
            serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
        }
        else if (mesh.rotation) {
            serializationObject.rotation = mesh.rotation.asArray();
        }
        serializationObject.scaling = mesh.scaling.asArray();
        serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
        serializationObject.isEnabled = mesh.isEnabled();
        serializationObject.isVisible = mesh.isVisible;
        serializationObject.infiniteDistance = mesh.infiniteDistance;
        serializationObject.pickable = mesh.isPickable;
        serializationObject.receiveShadows = mesh.receiveShadows;
        serializationObject.billboardMode = mesh.billboardMode;
        serializationObject.visibility = mesh.visibility;
        serializationObject.checkCollisions = mesh.checkCollisions;
        // Parent
        if (mesh.parent) {
            serializationObject.parentId = mesh.parent.id;
        }
        // Geometry
        var geometry = mesh._geometry;
        if (geometry) {
            var geometryId = geometry.id;
            serializationObject.geometryId = geometryId;
            if (!mesh.getScene().getGeometryByID(geometryId)) {
                // geometry was in the memory but not added to the scene, nevertheless it's better to serialize too be able to reload the mesh with its geometry
                serializeGeometry(geometry, serializationScene.geometries);
            }
            // SubMeshes
            serializationObject.subMeshes = [];
            for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
                var subMesh = mesh.subMeshes[subIndex];
                serializationObject.subMeshes.push({
                    materialIndex: subMesh.materialIndex,
                    verticesStart: subMesh.verticesStart,
                    verticesCount: subMesh.verticesCount,
                    indexStart: subMesh.indexStart,
                    indexCount: subMesh.indexCount
                });
            }
        }
        // Material
        if (mesh.material) {
            serializationObject.materialId = mesh.material.id;
        }
        else {
            mesh.material = null;
        }
        // Skeleton
        if (mesh.skeleton) {
            serializationObject.skeletonId = mesh.skeleton.id;
        }
        // Physics
        if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
            serializationObject.physicsMass = mesh.getPhysicsMass();
            serializationObject.physicsFriction = mesh.getPhysicsFriction();
            serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
            switch (mesh.getPhysicsImpostor()) {
                case BABYLON.PhysicsEngine.BoxImpostor:
                    serializationObject.physicsImpostor = 1;
                    break;
                case BABYLON.PhysicsEngine.SphereImpostor:
                    serializationObject.physicsImpostor = 2;
                    break;
            }
        }
        // Instances
        serializationObject.instances = [];
        for (var index = 0; index < mesh.instances.length; index++) {
            var instance = mesh.instances[index];
            var serializationInstance = {
                name: instance.name,
                position: instance.position,
                rotation: instance.rotation,
                rotationQuaternion: instance.rotationQuaternion,
                scaling: instance.scaling
            };
            serializationObject.instances.push(serializationInstance);
            // Animations
            appendAnimations(instance, serializationInstance);
        }
        // Animations
        appendAnimations(mesh, serializationObject);
        // Layer mask
        serializationObject.layerMask = mesh.layerMask;
        return serializationObject;
    };
    var SceneSerializer = (function () {
        function SceneSerializer() {
        }
        SceneSerializer.Serialize = function (scene) {
            var serializationObject = {};
            // Scene
            serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
            serializationObject.autoClear = scene.autoClear;
            serializationObject.clearColor = scene.clearColor.asArray();
            serializationObject.ambientColor = scene.ambientColor.asArray();
            serializationObject.gravity = scene.gravity.asArray();
            // Fog
            if (scene.fogMode && scene.fogMode !== 0) {
                serializationObject.fogMode = scene.fogMode;
                serializationObject.fogColor = scene.fogColor.asArray();
                serializationObject.fogStart = scene.fogStart;
                serializationObject.fogEnd = scene.fogEnd;
                serializationObject.fogDensity = scene.fogDensity;
            }
            // Lights
            serializationObject.lights = [];
            for (var index = 0; index < scene.lights.length; index++) {
                var light = scene.lights[index];
                serializationObject.lights.push(serializeLight(light));
            }
            // Cameras
            serializationObject.cameras = [];
            for (index = 0; index < scene.cameras.length; index++) {
                var camera = scene.cameras[index];
                serializationObject.cameras.push(serializeCamera(camera));
            }
            if (scene.activeCamera) {
                serializationObject.activeCameraID = scene.activeCamera.id;
            }
            // Materials
            serializationObject.materials = [];
            serializationObject.multiMaterials = [];
            for (index = 0; index < scene.materials.length; index++) {
                var material = scene.materials[index];
                if (material instanceof BABYLON.StandardMaterial) {
                    serializationObject.materials.push(serializeMaterial(material));
                }
                else if (material instanceof BABYLON.MultiMaterial) {
                    serializationObject.multiMaterials.push(serializeMultiMaterial(material));
                }
            }
            // Skeletons
            serializationObject.skeletons = [];
            for (index = 0; index < scene.skeletons.length; index++) {
                serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));
            }
            // Geometries
            serializationObject.geometries = {};
            serializationObject.geometries.boxes = [];
            serializationObject.geometries.spheres = [];
            serializationObject.geometries.cylinders = [];
            serializationObject.geometries.toruses = [];
            serializationObject.geometries.grounds = [];
            serializationObject.geometries.planes = [];
            serializationObject.geometries.torusKnots = [];
            serializationObject.geometries.vertexData = [];
            serializedGeometries = [];
            var geometries = scene.getGeometries();
            for (index = 0; index < geometries.length; index++) {
                var geometry = geometries[index];
                if (geometry.isReady()) {
                    serializeGeometry(geometry, serializationObject.geometries);
                }
            }
            // Meshes
            serializationObject.meshes = [];
            for (index = 0; index < scene.meshes.length; index++) {
                var abstractMesh = scene.meshes[index];
                if (abstractMesh instanceof BABYLON.Mesh) {
                    var mesh = abstractMesh;
                    if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
                        serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
                    }
                }
            }
            // Particles Systems
            serializationObject.particleSystems = [];
            for (index = 0; index < scene.particleSystems.length; index++) {
                serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));
            }
            // Lens flares
            serializationObject.lensFlareSystems = [];
            for (index = 0; index < scene.lensFlareSystems.length; index++) {
                serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));
            }
            // Shadows
            serializationObject.shadowGenerators = [];
            for (index = 0; index < scene.lights.length; index++) {
                light = scene.lights[index];
                if (light.getShadowGenerator()) {
                    serializationObject.shadowGenerators.push(serializeShadowGenerator(light));
                }
            }
            return serializationObject;
        };
        return SceneSerializer;
    })();
    BABYLON.SceneSerializer = SceneSerializer;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.sceneSerializer.js.mapvar BABYLON;
(function (BABYLON) {
    var SceneLoader = (function () {
        function SceneLoader() {
        }
        Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
            get: function () {
                return SceneLoader._ForceFullSceneLoadingForIncremental;
            },
            set: function (value) {
                SceneLoader._ForceFullSceneLoadingForIncremental = value;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
            get: function () {
                return SceneLoader._ShowLoadingScreen;
            },
            set: function (value) {
                SceneLoader._ShowLoadingScreen = value;
            },
            enumerable: true,
            configurable: true
        });
        SceneLoader._getPluginForFilename = function (sceneFilename) {
            var dotPosition = sceneFilename.lastIndexOf(".");
            var queryStringPosition = sceneFilename.indexOf("?");
            if (queryStringPosition === -1) {
                queryStringPosition = sceneFilename.length;
            }
            var extension = sceneFilename.substring(dotPosition, queryStringPosition).toLowerCase();
            for (var index = 0; index < this._registeredPlugins.length; index++) {
                var plugin = this._registeredPlugins[index];
                if (plugin.extensions.indexOf(extension) !== -1) {
                    return plugin;
                }
            }
            return this._registeredPlugins[this._registeredPlugins.length - 1];
        };
        // Public functions
        SceneLoader.RegisterPlugin = function (plugin) {
            plugin.extensions = plugin.extensions.toLowerCase();
            SceneLoader._registeredPlugins.push(plugin);
        };
        SceneLoader.ImportMesh = function (meshesNames, rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
            if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
                BABYLON.Tools.Error("Wrong sceneFilename parameter");
                return;
            }
            var manifestChecked = function (success) {
                scene.database = database;
                var plugin = SceneLoader._getPluginForFilename(sceneFilename);
                var importMeshFromData = function (data) {
                    var meshes = [];
                    var particleSystems = [];
                    var skeletons = [];
                    try {
                        if (!plugin.importMesh(meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons)) {
                            if (onerror) {
                                onerror(scene, 'unable to load the scene');
                            }
                            return;
                        }
                    }
                    catch (e) {
                        if (onerror) {
                            onerror(scene, e);
                        }
                        return;
                    }
                    if (onsuccess) {
                        scene.importedMeshesFiles.push(rootUrl + sceneFilename);
                        onsuccess(meshes, particleSystems, skeletons);
                    }
                };
                if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
                    // Direct load
                    importMeshFromData(sceneFilename.substr(5));
                    return;
                }
                BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
                    importMeshFromData(data);
                }, progressCallBack, database);
            };
            // Checking if a manifest file has been set for this scene and if offline mode has been requested
            var database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
        };
        /**
        * Load a scene
        * @param rootUrl a string that defines the root url for scene and resources
        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
        * @param engine is the instance of BABYLON.Engine to use to create the scene
        */
        SceneLoader.Load = function (rootUrl, sceneFilename, engine, onsuccess, progressCallBack, onerror) {
            SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onsuccess, progressCallBack, onerror);
        };
        /**
        * Append a scene
        * @param rootUrl a string that defines the root url for scene and resources
        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
        * @param scene is the instance of BABYLON.Scene to append to
        */
        SceneLoader.Append = function (rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
            if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
                BABYLON.Tools.Error("Wrong sceneFilename parameter");
                return;
            }
            var plugin = this._getPluginForFilename(sceneFilename.name || sceneFilename);
            var database;
            if (SceneLoader.ShowLoadingScreen) {
                scene.getEngine().displayLoadingUI();
            }
            var loadSceneFromData = function (data) {
                scene.database = database;
                if (!plugin.load(scene, data, rootUrl)) {
                    if (onerror) {
                        onerror(scene);
                    }
                    scene.getEngine().hideLoadingUI();
                    return;
                }
                if (onsuccess) {
                    onsuccess(scene);
                }
                if (SceneLoader.ShowLoadingScreen) {
                    scene.executeWhenReady(function () {
                        scene.getEngine().hideLoadingUI();
                    });
                }
            };
            var manifestChecked = function (success) {
                BABYLON.Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database);
            };
            if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
                // Direct load
                loadSceneFromData(sceneFilename.substr(5));
                return;
            }
            if (rootUrl.indexOf("file:") === -1) {
                // Checking if a manifest file has been set for this scene and if offline mode has been requested
                database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
            }
            else {
                BABYLON.Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack);
            }
        };
        // Flags
        SceneLoader._ForceFullSceneLoadingForIncremental = false;
        SceneLoader._ShowLoadingScreen = true;
        // Members
        SceneLoader._registeredPlugins = new Array();
        return SceneLoader;
    })();
    BABYLON.SceneLoader = SceneLoader;
    ;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.sceneLoader.js.mapvar BABYLON;
(function (BABYLON) {
    var Internals;
    (function (Internals) {
        var checkColors4 = function (colors, count) {
            // Check if color3 was used
            if (colors.length === count * 3) {
                var colors4 = [];
                for (var index = 0; index < colors.length; index += 3) {
                    var newIndex = (index / 3) * 4;
                    colors4[newIndex] = colors[index];
                    colors4[newIndex + 1] = colors[index + 1];
                    colors4[newIndex + 2] = colors[index + 2];
                    colors4[newIndex + 3] = 1.0;
                }
                return colors4;
            }
            return colors;
        };
        var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
            var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
            texture.name = parsedTexture.name;
            texture.hasAlpha = parsedTexture.hasAlpha;
            texture.level = parsedTexture.level;
            texture.coordinatesMode = parsedTexture.coordinatesMode;
            return texture;
        };
        var loadTexture = function (rootUrl, parsedTexture, scene) {
            if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
                return null;
            }
            if (parsedTexture.isCube) {
                return loadCubeTexture(rootUrl, parsedTexture, scene);
            }
            var texture;
            if (parsedTexture.mirrorPlane) {
                texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
                texture._waitingRenderList = parsedTexture.renderList;
                texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
            }
            else if (parsedTexture.isRenderTarget) {
                texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
                texture._waitingRenderList = parsedTexture.renderList;
            }
            else {
                texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
            }
            texture.name = parsedTexture.name;
            texture.hasAlpha = parsedTexture.hasAlpha;
            texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
            texture.level = parsedTexture.level;
            texture.coordinatesIndex = parsedTexture.coordinatesIndex;
            texture.coordinatesMode = parsedTexture.coordinatesMode;
            texture.uOffset = parsedTexture.uOffset;
            texture.vOffset = parsedTexture.vOffset;
            texture.uScale = parsedTexture.uScale;
            texture.vScale = parsedTexture.vScale;
            texture.uAng = parsedTexture.uAng;
            texture.vAng = parsedTexture.vAng;
            texture.wAng = parsedTexture.wAng;
            texture.wrapU = parsedTexture.wrapU;
            texture.wrapV = parsedTexture.wrapV;
            // Animations
            if (parsedTexture.animations) {
                for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
                    var parsedAnimation = parsedTexture.animations[animationIndex];
                    texture.animations.push(parseAnimation(parsedAnimation));
                }
            }
            return texture;
        };
        var parseSkeleton = function (parsedSkeleton, scene) {
            var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
            for (var index = 0; index < parsedSkeleton.bones.length; index++) {
                var parsedBone = parsedSkeleton.bones[index];
                var parentBone = null;
                if (parsedBone.parentBoneIndex > -1) {
                    parentBone = skeleton.bones[parsedBone.parentBoneIndex];
                }
                var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
                if (parsedBone.animation) {
                    bone.animations.push(parseAnimation(parsedBone.animation));
                }
            }
            return skeleton;
        };
        var parseFresnelParameters = function (parsedFresnelParameters) {
            var fresnelParameters = new BABYLON.FresnelParameters();
            fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
            fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
            fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
            fresnelParameters.bias = parsedFresnelParameters.bias;
            fresnelParameters.power = parsedFresnelParameters.power || 1.0;
            return fresnelParameters;
        };
        var parseMaterial = function (parsedMaterial, scene, rootUrl) {
            var material;
            material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
            material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
            material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
            material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
            material.specularPower = parsedMaterial.specularPower;
            material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
            material.alpha = parsedMaterial.alpha;
            material.id = parsedMaterial.id;
            BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
            material.backFaceCulling = parsedMaterial.backFaceCulling;
            material.wireframe = parsedMaterial.wireframe;
            if (parsedMaterial.diffuseTexture) {
                material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
            }
            if (parsedMaterial.diffuseFresnelParameters) {
                material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
            }
            if (parsedMaterial.ambientTexture) {
                material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
            }
            if (parsedMaterial.opacityTexture) {
                material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
            }
            if (parsedMaterial.opacityFresnelParameters) {
                material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
            }
            if (parsedMaterial.reflectionTexture) {
                material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
            }
            if (parsedMaterial.reflectionFresnelParameters) {
                material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
            }
            if (parsedMaterial.emissiveTexture) {
                material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
            }
            if (parsedMaterial.emissiveFresnelParameters) {
                material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
            }
            if (parsedMaterial.specularTexture) {
                material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
            }
            if (parsedMaterial.bumpTexture) {
                material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
            }
            return material;
        };
        var parseMaterialById = function (id, parsedData, scene, rootUrl) {
            for (var index = 0; index < parsedData.materials.length; index++) {
                var parsedMaterial = parsedData.materials[index];
                if (parsedMaterial.id === id) {
                    return parseMaterial(parsedMaterial, scene, rootUrl);
                }
            }
            return null;
        };
        var parseMultiMaterial = function (parsedMultiMaterial, scene) {
            var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
            multiMaterial.id = parsedMultiMaterial.id;
            BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
            for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
                var subMatId = parsedMultiMaterial.materials[matIndex];
                if (subMatId) {
                    multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
                }
                else {
                    multiMaterial.subMaterials.push(null);
                }
            }
            return multiMaterial;
        };
        var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
            var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
            var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
            lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
            for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
                var parsedFlare = parsedLensFlareSystem.flares[index];
                var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
            }
            return lensFlareSystem;
        };
        var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
            var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
            var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
            if (parsedParticleSystem.textureName) {
                particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
                particleSystem.particleTexture.name = parsedParticleSystem.textureName;
            }
            particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
            particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
            particleSystem.minSize = parsedParticleSystem.minSize;
            particleSystem.maxSize = parsedParticleSystem.maxSize;
            particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
            particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
            particleSystem.emitter = emitter;
            particleSystem.emitRate = parsedParticleSystem.emitRate;
            particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
            particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
            particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
            particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
            particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
            particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
            particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
            particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
            particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
            particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
            particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
            particleSystem.blendMode = parsedParticleSystem.blendMode;
            particleSystem.start();
            return particleSystem;
        };
        var parseShadowGenerator = function (parsedShadowGenerator, scene) {
            var light = scene.getLightByID(parsedShadowGenerator.lightId);
            var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
            for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
                var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
                shadowGenerator.getShadowMap().renderList.push(mesh);
            }
            if (parsedShadowGenerator.usePoissonSampling) {
                shadowGenerator.usePoissonSampling = true;
            }
            else if (parsedShadowGenerator.useVarianceShadowMap) {
                shadowGenerator.useVarianceShadowMap = true;
            }
            else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
                shadowGenerator.useBlurVarianceShadowMap = true;
                if (parsedShadowGenerator.blurScale) {
                    shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
                }
                if (parsedShadowGenerator.blurBoxOffset) {
                    shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
                }
            }
            if (parsedShadowGenerator.bias !== undefined) {
                shadowGenerator.bias = parsedShadowGenerator.bias;
            }
            return shadowGenerator;
        };
        var parseAnimation = function (parsedAnimation) {
            var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
            var dataType = parsedAnimation.dataType;
            var keys = [];
            for (var index = 0; index < parsedAnimation.keys.length; index++) {
                var key = parsedAnimation.keys[index];
                var data;
                switch (dataType) {
                    case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
                        data = key.values[0];
                        break;
                    case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
                        data = BABYLON.Quaternion.FromArray(key.values);
                        break;
                    case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
                        data = BABYLON.Matrix.FromArray(key.values);
                        break;
                    case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
                    default:
                        data = BABYLON.Vector3.FromArray(key.values);
                        break;
                }
                keys.push({
                    frame: key.frame,
                    value: data
                });
            }
            animation.setKeys(keys);
            return animation;
        };
        var parseLight = function (parsedLight, scene) {
            var light;
            switch (parsedLight.type) {
                case 0:
                    light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
                    break;
                case 1:
                    light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
                    light.position = BABYLON.Vector3.FromArray(parsedLight.position);
                    break;
                case 2:
                    light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
                    break;
                case 3:
                    light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
                    light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
                    break;
            }
            light.id = parsedLight.id;
            BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
            if (parsedLight.intensity !== undefined) {
                light.intensity = parsedLight.intensity;
            }
            if (parsedLight.range) {
                light.range = parsedLight.range;
            }
            light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
            light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
            if (parsedLight.excludedMeshesIds) {
                light._excludedMeshesIds = parsedLight.excludedMeshesIds;
            }
            // Parent
            if (parsedLight.parentId) {
                light._waitingParentId = parsedLight.parentId;
            }
            if (parsedLight.includedOnlyMeshesIds) {
                light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
            }
            // Animations
            if (parsedLight.animations) {
                for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
                    var parsedAnimation = parsedLight.animations[animationIndex];
                    light.animations.push(parseAnimation(parsedAnimation));
                }
            }
            if (parsedLight.autoAnimate) {
                scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
            }
        };
        var parseCamera = function (parsedCamera, scene) {
            var camera;
            var position = BABYLON.Vector3.FromArray(parsedCamera.position);
            var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
            if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
                var alpha = parsedCamera.alpha;
                var beta = parsedCamera.beta;
                var radius = parsedCamera.radius;
                if (parsedCamera.type === "AnaglyphArcRotateCamera") {
                    var eye_space = parsedCamera.eye_space;
                    camera = new BABYLON.AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, eye_space, scene);
                }
                else {
                    camera = new BABYLON.ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
                }
            }
            else if (parsedCamera.type === "AnaglyphFreeCamera") {
                eye_space = parsedCamera.eye_space;
                camera = new BABYLON.AnaglyphFreeCamera(parsedCamera.name, position, eye_space, scene);
            }
            else if (parsedCamera.type === "DeviceOrientationCamera") {
                camera = new BABYLON.DeviceOrientationCamera(parsedCamera.name, position, scene);
            }
            else if (parsedCamera.type === "FollowCamera") {
                camera = new BABYLON.FollowCamera(parsedCamera.name, position, scene);
                camera.heightOffset = parsedCamera.heightOffset;
                camera.radius = parsedCamera.radius;
                camera.rotationOffset = parsedCamera.rotationOffset;
                if (lockedTargetMesh)
                    camera.target = lockedTargetMesh;
            }
            else if (parsedCamera.type === "GamepadCamera") {
                camera = new BABYLON.GamepadCamera(parsedCamera.name, position, scene);
            }
            else if (parsedCamera.type === "OculusCamera") {
                camera = new BABYLON.OculusCamera(parsedCamera.name, position, scene);
            }
            else if (parsedCamera.type === "OculusGamepadCamera") {
                camera = new BABYLON.OculusGamepadCamera(parsedCamera.name, position, scene);
            }
            else if (parsedCamera.type === "TouchCamera") {
                camera = new BABYLON.TouchCamera(parsedCamera.name, position, scene);
            }
            else if (parsedCamera.type === "VirtualJoysticksCamera") {
                camera = new BABYLON.VirtualJoysticksCamera(parsedCamera.name, position, scene);
            }
            else if (parsedCamera.type === "WebVRCamera") {
                camera = new BABYLON.WebVRCamera(parsedCamera.name, position, scene);
            }
            else if (parsedCamera.type === "VRDeviceOrientationCamera") {
                camera = new BABYLON.VRDeviceOrientationCamera(parsedCamera.name, position, scene);
            }
            else {
                // Free Camera is the default value
                camera = new BABYLON.FreeCamera(parsedCamera.name, position, scene);
            }
            // Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
            if (lockedTargetMesh && camera instanceof BABYLON.FreeCamera) {
                camera.lockedTarget = lockedTargetMesh;
            }
            camera.id = parsedCamera.id;
            BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
            // Parent
            if (parsedCamera.parentId) {
                camera._waitingParentId = parsedCamera.parentId;
            }
            // Target
            if (parsedCamera.target) {
                if (camera.setTarget) {
                    camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
                }
                else {
                    //For ArcRotate
                    camera.target = BABYLON.Vector3.FromArray(parsedCamera.target);
                }
            }
            else {
                camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
            }
            camera.fov = parsedCamera.fov;
            camera.minZ = parsedCamera.minZ;
            camera.maxZ = parsedCamera.maxZ;
            camera.speed = parsedCamera.speed;
            camera.inertia = parsedCamera.inertia;
            camera.checkCollisions = parsedCamera.checkCollisions;
            camera.applyGravity = parsedCamera.applyGravity;
            if (parsedCamera.ellipsoid) {
                camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
            }
            // Animations
            if (parsedCamera.animations) {
                for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
                    var parsedAnimation = parsedCamera.animations[animationIndex];
                    camera.animations.push(parseAnimation(parsedAnimation));
                }
            }
            if (parsedCamera.autoAnimate) {
                scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
            }
            // Layer Mask
            if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
                camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
            }
            else {
                camera.layerMask = 0xFFFFFFFF;
            }
            return camera;
        };
        var parseGeometry = function (parsedGeometry, scene) {
            var id = parsedGeometry.id;
            return scene.getGeometryByID(id);
        };
        var parseBox = function (parsedBox, scene) {
            if (parseGeometry(parsedBox, scene)) {
                return null; // null since geometry could be something else than a box...
            }
            var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
            BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
            scene.pushGeometry(box, true);
            return box;
        };
        var parseSphere = function (parsedSphere, scene) {
            if (parseGeometry(parsedSphere, scene)) {
                return null; // null since geometry could be something else than a sphere...
            }
            var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
            BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
            scene.pushGeometry(sphere, true);
            return sphere;
        };
        var parseCylinder = function (parsedCylinder, scene) {
            if (parseGeometry(parsedCylinder, scene)) {
                return null; // null since geometry could be something else than a cylinder...
            }
            var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
            BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
            scene.pushGeometry(cylinder, true);
            return cylinder;
        };
        var parseTorus = function (parsedTorus, scene) {
            if (parseGeometry(parsedTorus, scene)) {
                return null; // null since geometry could be something else than a torus...
            }
            var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
            BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
            scene.pushGeometry(torus, true);
            return torus;
        };
        var parseGround = function (parsedGround, scene) {
            if (parseGeometry(parsedGround, scene)) {
                return null; // null since geometry could be something else than a ground...
            }
            var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
            BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
            scene.pushGeometry(ground, true);
            return ground;
        };
        var parsePlane = function (parsedPlane, scene) {
            if (parseGeometry(parsedPlane, scene)) {
                return null; // null since geometry could be something else than a plane...
            }
            var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
            BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
            scene.pushGeometry(plane, true);
            return plane;
        };
        var parseTorusKnot = function (parsedTorusKnot, scene) {
            if (parseGeometry(parsedTorusKnot, scene)) {
                return null; // null since geometry could be something else than a torusKnot...
            }
            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);
            BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
            scene.pushGeometry(torusKnot, true);
            return torusKnot;
        };
        var parseVertexData = function (parsedVertexData, scene, rootUrl) {
            if (parseGeometry(parsedVertexData, scene)) {
                return null; // null since geometry could be a primitive
            }
            var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
            BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
            if (parsedVertexData.delayLoadingFile) {
                geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
                geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
                geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
                geometry._delayInfo = [];
                if (parsedVertexData.hasUVs) {
                    geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
                }
                if (parsedVertexData.hasUVs2) {
                    geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
                }
                if (parsedVertexData.hasColors) {
                    geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
                }
                if (parsedVertexData.hasMatricesIndices) {
                    geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
                }
                if (parsedVertexData.hasMatricesWeights) {
                    geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
                }
                geometry._delayLoadingFunction = importVertexData;
            }
            else {
                importVertexData(parsedVertexData, geometry);
            }
            scene.pushGeometry(geometry, true);
            return geometry;
        };
        var parseMesh = function (parsedMesh, scene, rootUrl) {
            var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
            mesh.id = parsedMesh.id;
            BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
            mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
            if (parsedMesh.rotationQuaternion) {
                mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
            }
            else if (parsedMesh.rotation) {
                mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
            }
            mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
            if (parsedMesh.localMatrix) {
                mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
            }
            else if (parsedMesh.pivotMatrix) {
                mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
            }
            mesh.setEnabled(parsedMesh.isEnabled);
            mesh.isVisible = parsedMesh.isVisible;
            mesh.infiniteDistance = parsedMesh.infiniteDistance;
            mesh.showBoundingBox = parsedMesh.showBoundingBox;
            mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
            if (parsedMesh.applyFog !== undefined) {
                mesh.applyFog = parsedMesh.applyFog;
            }
            if (parsedMesh.pickable !== undefined) {
                mesh.isPickable = parsedMesh.pickable;
            }
            if (parsedMesh.alphaIndex !== undefined) {
                mesh.alphaIndex = parsedMesh.alphaIndex;
            }
            mesh.receiveShadows = parsedMesh.receiveShadows;
            mesh.billboardMode = parsedMesh.billboardMode;
            if (parsedMesh.visibility !== undefined) {
                mesh.visibility = parsedMesh.visibility;
            }
            mesh.checkCollisions = parsedMesh.checkCollisions;
            mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
            // Parent
            if (parsedMesh.parentId) {
                mesh._waitingParentId = parsedMesh.parentId;
            }
            // Actions
            if (parsedMesh.actions !== undefined) {
                mesh._waitingActions = parsedMesh.actions;
            }
            // Geometry
            mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
            if (parsedMesh.delayLoadingFile) {
                mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
                mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
                mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
                if (parsedMesh._binaryInfo) {
                    mesh._binaryInfo = parsedMesh._binaryInfo;
                }
                mesh._delayInfo = [];
                if (parsedMesh.hasUVs) {
                    mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
                }
                if (parsedMesh.hasUVs2) {
                    mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
                }
                if (parsedMesh.hasColors) {
                    mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
                }
                if (parsedMesh.hasMatricesIndices) {
                    mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
                }
                if (parsedMesh.hasMatricesWeights) {
                    mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
                }
                mesh._delayLoadingFunction = importGeometry;
                if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
                    mesh._checkDelayState();
                }
            }
            else {
                importGeometry(parsedMesh, mesh);
            }
            // Material
            if (parsedMesh.materialId) {
                mesh.setMaterialByID(parsedMesh.materialId);
            }
            else {
                mesh.material = null;
            }
            // Skeleton
            if (parsedMesh.skeletonId > -1) {
                mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
            }
            // Physics
            if (parsedMesh.physicsImpostor) {
                if (!scene.isPhysicsEnabled()) {
                    scene.enablePhysics();
                }
                mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
            }
            // Animations
            if (parsedMesh.animations) {
                for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
                    var parsedAnimation = parsedMesh.animations[animationIndex];
                    mesh.animations.push(parseAnimation(parsedAnimation));
                }
            }
            if (parsedMesh.autoAnimate) {
                scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
            }
            // Layer Mask
            if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
                mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
            }
            else {
                mesh.layerMask = 0xFFFFFFFF;
            }
            // Instances
            if (parsedMesh.instances) {
                for (var index = 0; index < parsedMesh.instances.length; index++) {
                    var parsedInstance = parsedMesh.instances[index];
                    var instance = mesh.createInstance(parsedInstance.name);
                    BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
                    instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
                    if (parsedInstance.rotationQuaternion) {
                        instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
                    }
                    else if (parsedInstance.rotation) {
                        instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
                    }
                    instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
                    instance.checkCollisions = mesh.checkCollisions;
                    if (parsedMesh.animations) {
                        for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
                            parsedAnimation = parsedMesh.animations[animationIndex];
                            instance.animations.push(parseAnimation(parsedAnimation));
                        }
                    }
                }
            }
            return mesh;
        };
        var parseActions = function (parsedActions, object, scene) {
            var actionManager = new BABYLON.ActionManager(scene);
            if (object === null)
                scene.actionManager = actionManager;
            else
                object.actionManager = actionManager;
            // instanciate a new object
            var instanciate = function (name, params) {
                var newInstance = Object.create(BABYLON[name].prototype);
                newInstance.constructor.apply(newInstance, params);
                return newInstance;
            };
            var parseParameter = function (name, value, target, propertyPath) {
                if (propertyPath === null) {
                    // String, boolean or float
                    var floatValue = parseFloat(value);
                    if (value === "true" || value === "false")
                        return value === "true";
                    else
                        return isNaN(floatValue) ? value : floatValue;
                }
                var effectiveTarget = propertyPath.split(".");
                var values = value.split(",");
                for (var i = 0; i < effectiveTarget.length; i++) {
                    target = target[effectiveTarget[i]];
                }
                // Return appropriate value with its type
                if (target instanceof Boolean)
                    return values[0] === "true";
                if (target instanceof String)
                    return values[0];
                // Parameters with multiple values such as Vector3 etc.
                var split = new Array();
                for (var i = 0; i < values.length; i++)
                    split.push(parseFloat(values[i]));
                if (target instanceof BABYLON.Vector3)
                    return BABYLON.Vector3.FromArray(split);
                if (target instanceof BABYLON.Vector4)
                    return BABYLON.Vector4.FromArray(split);
                if (target instanceof BABYLON.Color3)
                    return BABYLON.Color3.FromArray(split);
                if (target instanceof BABYLON.Color4)
                    return BABYLON.Color4.FromArray(split);
                return parseFloat(values[0]);
            };
            // traverse graph per trigger
            var traverse = function (parsedAction, trigger, condition, action, combineArray) {
                if (combineArray === void 0) { combineArray = null; }
                if (parsedAction.detached)
                    return;
                var parameters = new Array();
                var target = null;
                var propertyPath = null;
                var combine = parsedAction.combine && parsedAction.combine.length > 0;
                // Parameters
                if (parsedAction.type === 2)
                    parameters.push(actionManager);
                else
                    parameters.push(trigger);
                if (combine) {
                    var actions = new Array();
                    for (var j = 0; j < parsedAction.combine.length; j++) {
                        traverse(parsedAction.combine[j], BABYLON.ActionManager.NothingTrigger, condition, action, actions);
                    }
                    parameters.push(actions);
                }
                else {
                    for (var i = 0; i < parsedAction.properties.length; i++) {
                        var value = parsedAction.properties[i].value;
                        var name = parsedAction.properties[i].name;
                        if (name === "target")
                            value = target = scene.getNodeByName(value);
                        else if (name === "parent")
                            value = scene.getNodeByName(value);
                        else if (name === "sound")
                            value = scene.getSoundByName(value);
                        else if (name !== "propertyPath") {
                            if (parsedAction.type === 2 && name === "operator")
                                value = BABYLON.ValueCondition[value];
                            else
                                value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
                        }
                        else {
                            propertyPath = value;
                        }
                        parameters.push(value);
                    }
                }
                parameters.push(condition);
                // If interpolate value action
                if (parsedAction.name === "InterpolateValueAction") {
                    var param = parameters[parameters.length - 2];
                    parameters[parameters.length - 1] = param;
                    parameters[parameters.length - 2] = condition;
                }
                // Action or condition(s) and not CombineAction
                var newAction = instanciate(parsedAction.name, parameters);
                if (combineArray === null) {
                    if (newAction instanceof BABYLON.Condition) {
                        condition = newAction;
                        newAction = action;
                    }
                    else {
                        condition = null;
                        if (action)
                            action.then(newAction);
                        else
                            actionManager.registerAction(newAction);
                    }
                }
                else {
                    combineArray.push(newAction);
                }
                for (var i = 0; i < parsedAction.children.length; i++)
                    traverse(parsedAction.children[i], trigger, condition, newAction, null);
            };
            for (var i = 0; i < parsedActions.children.length; i++) {
                var triggerParams;
                var trigger = parsedActions.children[i];
                if (trigger.properties.length > 0) {
                    var param = trigger.properties[0].value;
                    var value = trigger.properties[0].targetType == null ? param : scene.getMeshByName(param);
                    triggerParams = { trigger: BABYLON.ActionManager[trigger.name], parameter: value };
                }
                else
                    triggerParams = BABYLON.ActionManager[trigger.name];
                for (var j = 0; j < trigger.children.length; j++) {
                    if (!trigger.detached)
                        traverse(trigger.children[j], triggerParams, null, null);
                }
            }
        };
        var parseSound = function (parsedSound, scene, rootUrl) {
            var soundName = parsedSound.name;
            var soundUrl = rootUrl + soundName;
            var options = {
                autoplay: parsedSound.autoplay,
                loop: parsedSound.loop,
                volume: parsedSound.volume,
                spatialSound: parsedSound.spatialSound,
                maxDistance: parsedSound.maxDistance,
                rolloffFactor: parsedSound.rolloffFactor,
                refDistance: parsedSound.refDistance,
                distanceModel: parsedSound.distanceModel,
                playbackRate: parsedSound.playbackRate
            };
            var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () {
                scene._removePendingData(newSound);
            }, options);
            scene._addPendingData(newSound);
            if (parsedSound.position) {
                var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
                newSound.setPosition(soundPosition);
            }
            if (parsedSound.isDirectional) {
                newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
                if (parsedSound.localDirectionToMesh) {
                    var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
                    newSound.setLocalDirectionToMesh(localDirectionToMesh);
                }
            }
            if (parsedSound.connectedMeshId) {
                var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
                if (connectedMesh) {
                    newSound.attachToMesh(connectedMesh);
                }
            }
        };
        var isDescendantOf = function (mesh, names, hierarchyIds) {
            names = (names instanceof Array) ? names : [names];
            for (var i in names) {
                if (mesh.name === names[i]) {
                    hierarchyIds.push(mesh.id);
                    return true;
                }
            }
            if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
                hierarchyIds.push(mesh.id);
                return true;
            }
            return false;
        };
        var importVertexData = function (parsedVertexData, geometry) {
            var vertexData = new BABYLON.VertexData();
            // positions
            var positions = parsedVertexData.positions;
            if (positions) {
                vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
            }
            // normals
            var normals = parsedVertexData.normals;
            if (normals) {
                vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
            }
            // uvs
            var uvs = parsedVertexData.uvs;
            if (uvs) {
                vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
            }
            // uv2s
            var uv2s = parsedVertexData.uv2s;
            if (uv2s) {
                vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
            }
            // colors
            var colors = parsedVertexData.colors;
            if (colors) {
                vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
            }
            // matricesIndices
            var matricesIndices = parsedVertexData.matricesIndices;
            if (matricesIndices) {
                vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
            }
            // matricesWeights
            var matricesWeights = parsedVertexData.matricesWeights;
            if (matricesWeights) {
                vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
            }
            // indices
            var indices = parsedVertexData.indices;
            if (indices) {
                vertexData.indices = indices;
            }
            geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
        };
        var importGeometry = function (parsedGeometry, mesh) {
            var scene = mesh.getScene();
            // Geometry
            var geometryId = parsedGeometry.geometryId;
            if (geometryId) {
                var geometry = scene.getGeometryByID(geometryId);
                if (geometry) {
                    geometry.applyToMesh(mesh);
                }
            }
            else if (parsedGeometry instanceof ArrayBuffer) {
                var binaryInfo = mesh._binaryInfo;
                if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
                    var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
                    mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
                }
                if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
                    var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
                    mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
                }
                if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
                    var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
                    mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
                }
                if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
                    var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
                    mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
                }
                if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
                    var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
                    mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false);
                }
                if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
                    var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
                    mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
                }
                if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
                    var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
                    mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
                }
                if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
                    var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
                    mesh.setIndices(indicesData);
                }
                if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
                    var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
                    mesh.subMeshes = [];
                    for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
                        var materialIndex = subMeshesData[(i * 5) + 0];
                        var verticesStart = subMeshesData[(i * 5) + 1];
                        var verticesCount = subMeshesData[(i * 5) + 2];
                        var indexStart = subMeshesData[(i * 5) + 3];
                        var indexCount = subMeshesData[(i * 5) + 4];
                        var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
                    }
                }
            }
            else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
                mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
                mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
                if (parsedGeometry.uvs) {
                    mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
                }
                if (parsedGeometry.uvs2) {
                    mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
                }
                if (parsedGeometry.colors) {
                    mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
                }
                if (parsedGeometry.matricesIndices) {
                    if (!parsedGeometry.matricesIndices._isExpanded) {
                        var floatIndices = [];
                        for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
                            var matricesIndex = parsedGeometry.matricesIndices[i];
                            floatIndices.push(matricesIndex & 0x000000FF);
                            floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
                            floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
                            floatIndices.push(matricesIndex >> 24);
                        }
                        mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
                    }
                    else {
                        delete parsedGeometry.matricesIndices._isExpanded;
                        mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
                    }
                }
                if (parsedGeometry.matricesWeights) {
                    mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
                }
                mesh.setIndices(parsedGeometry.indices);
                // SubMeshes
                if (parsedGeometry.subMeshes) {
                    mesh.subMeshes = [];
                    for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
                        var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
                        var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
                    }
                }
            }
            // Flat shading
            if (mesh._shouldGenerateFlatShading) {
                mesh.convertToFlatShadedMesh();
                delete mesh._shouldGenerateFlatShading;
            }
            // Update
            mesh.computeWorldMatrix(true);
            // Octree
            if (scene._selectionOctree) {
                scene._selectionOctree.addMesh(mesh);
            }
        };
        BABYLON.SceneLoader.RegisterPlugin({
            extensions: ".babylon",
            importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
                var parsedData = JSON.parse(data);
                var loadedSkeletonsIds = [];
                var loadedMaterialsIds = [];
                var hierarchyIds = [];
                for (var index = 0; index < parsedData.meshes.length; index++) {
                    var parsedMesh = parsedData.meshes[index];
                    if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
                        if (meshesNames instanceof Array) {
                            // Remove found mesh name from list.
                            delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
                        }
                        // Material ?
                        if (parsedMesh.materialId) {
                            var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
                            if (!materialFound) {
                                for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
                                    var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
                                    if (parsedMultiMaterial.id == parsedMesh.materialId) {
                                        for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
                                            var subMatId = parsedMultiMaterial.materials[matIndex];
                                            loadedMaterialsIds.push(subMatId);
                                            parseMaterialById(subMatId, parsedData, scene, rootUrl);
                                        }
                                        loadedMaterialsIds.push(parsedMultiMaterial.id);
                                        parseMultiMaterial(parsedMultiMaterial, scene);
                                        materialFound = true;
                                        break;
                                    }
                                }
                            }
                            if (!materialFound) {
                                loadedMaterialsIds.push(parsedMesh.materialId);
                                parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
                            }
                        }
                        // Skeleton ?
                        if (parsedMesh.skeletonId > -1 && scene.skeletons) {
                            var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
                            if (!skeletonAlreadyLoaded) {
                                for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
                                    var parsedSkeleton = parsedData.skeletons[skeletonIndex];
                                    if (parsedSkeleton.id === parsedMesh.skeletonId) {
                                        skeletons.push(parseSkeleton(parsedSkeleton, scene));
                                        loadedSkeletonsIds.push(parsedSkeleton.id);
                                    }
                                }
                            }
                        }
                        var mesh = parseMesh(parsedMesh, scene, rootUrl);
                        meshes.push(mesh);
                    }
                }
                for (index = 0; index < scene.meshes.length; index++) {
                    var currentMesh = scene.meshes[index];
                    if (currentMesh._waitingParentId) {
                        currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
                        currentMesh._waitingParentId = undefined;
                    }
                }
                // Particles
                if (parsedData.particleSystems) {
                    for (index = 0; index < parsedData.particleSystems.length; index++) {
                        var parsedParticleSystem = parsedData.particleSystems[index];
                        if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
                            particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
                        }
                    }
                }
                return true;
            },
            load: function (scene, data, rootUrl) {
                var parsedData = JSON.parse(data);
                // Scene
                scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
                scene.autoClear = parsedData.autoClear;
                scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
                scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
                scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
                // Fog
                if (parsedData.fogMode && parsedData.fogMode !== 0) {
                    scene.fogMode = parsedData.fogMode;
                    scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
                    scene.fogStart = parsedData.fogStart;
                    scene.fogEnd = parsedData.fogEnd;
                    scene.fogDensity = parsedData.fogDensity;
                }
                for (var index = 0; index < parsedData.lights.length; index++) {
                    var parsedLight = parsedData.lights[index];
                    parseLight(parsedLight, scene);
                }
                // Materials
                if (parsedData.materials) {
                    for (index = 0; index < parsedData.materials.length; index++) {
                        var parsedMaterial = parsedData.materials[index];
                        parseMaterial(parsedMaterial, scene, rootUrl);
                    }
                }
                if (parsedData.multiMaterials) {
                    for (index = 0; index < parsedData.multiMaterials.length; index++) {
                        var parsedMultiMaterial = parsedData.multiMaterials[index];
                        parseMultiMaterial(parsedMultiMaterial, scene);
                    }
                }
                // Skeletons
                if (parsedData.skeletons) {
                    for (index = 0; index < parsedData.skeletons.length; index++) {
                        var parsedSkeleton = parsedData.skeletons[index];
                        parseSkeleton(parsedSkeleton, scene);
                    }
                }
                // Geometries
                var geometries = parsedData.geometries;
                if (geometries) {
                    // Boxes
                    var boxes = geometries.boxes;
                    if (boxes) {
                        for (index = 0; index < boxes.length; index++) {
                            var parsedBox = boxes[index];
                            parseBox(parsedBox, scene);
                        }
                    }
                    // Spheres
                    var spheres = geometries.spheres;
                    if (spheres) {
                        for (index = 0; index < spheres.length; index++) {
                            var parsedSphere = spheres[index];
                            parseSphere(parsedSphere, scene);
                        }
                    }
                    // Cylinders
                    var cylinders = geometries.cylinders;
                    if (cylinders) {
                        for (index = 0; index < cylinders.length; index++) {
                            var parsedCylinder = cylinders[index];
                            parseCylinder(parsedCylinder, scene);
                        }
                    }
                    // Toruses
                    var toruses = geometries.toruses;
                    if (toruses) {
                        for (index = 0; index < toruses.length; index++) {
                            var parsedTorus = toruses[index];
                            parseTorus(parsedTorus, scene);
                        }
                    }
                    // Grounds
                    var grounds = geometries.grounds;
                    if (grounds) {
                        for (index = 0; index < grounds.length; index++) {
                            var parsedGround = grounds[index];
                            parseGround(parsedGround, scene);
                        }
                    }
                    // Planes
                    var planes = geometries.planes;
                    if (planes) {
                        for (index = 0; index < planes.length; index++) {
                            var parsedPlane = planes[index];
                            parsePlane(parsedPlane, scene);
                        }
                    }
                    // TorusKnots
                    var torusKnots = geometries.torusKnots;
                    if (torusKnots) {
                        for (index = 0; index < torusKnots.length; index++) {
                            var parsedTorusKnot = torusKnots[index];
                            parseTorusKnot(parsedTorusKnot, scene);
                        }
                    }
                    // VertexData
                    var vertexData = geometries.vertexData;
                    if (vertexData) {
                        for (index = 0; index < vertexData.length; index++) {
                            var parsedVertexData = vertexData[index];
                            parseVertexData(parsedVertexData, scene, rootUrl);
                        }
                    }
                }
                for (index = 0; index < parsedData.meshes.length; index++) {
                    var parsedMesh = parsedData.meshes[index];
                    parseMesh(parsedMesh, scene, rootUrl);
                }
                for (index = 0; index < parsedData.cameras.length; index++) {
                    var parsedCamera = parsedData.cameras[index];
                    parseCamera(parsedCamera, scene);
                }
                if (parsedData.activeCameraID) {
                    scene.setActiveCameraByID(parsedData.activeCameraID);
                }
                for (index = 0; index < scene.cameras.length; index++) {
                    var camera = scene.cameras[index];
                    if (camera._waitingParentId) {
                        camera.parent = scene.getLastEntryByID(camera._waitingParentId);
                        camera._waitingParentId = undefined;
                    }
                }
                for (index = 0; index < scene.lights.length; index++) {
                    var light = scene.lights[index];
                    if (light._waitingParentId) {
                        light.parent = scene.getLastEntryByID(light._waitingParentId);
                        light._waitingParentId = undefined;
                    }
                }
                // Sounds
                if (parsedData.sounds) {
                    for (index = 0; index < parsedData.sounds.length; index++) {
                        var parsedSound = parsedData.sounds[index];
                        if (BABYLON.Engine.audioEngine.canUseWebAudio) {
                            parseSound(parsedSound, scene, rootUrl);
                        }
                        else {
                            var emptySound = new BABYLON.Sound(parsedSound.name, null, scene);
                        }
                    }
                }
                for (index = 0; index < scene.meshes.length; index++) {
                    var mesh = scene.meshes[index];
                    if (mesh._waitingParentId) {
                        mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
                        mesh._waitingParentId = undefined;
                    }
                    if (mesh._waitingActions) {
                        parseActions(mesh._waitingActions, mesh, scene);
                        mesh._waitingActions = undefined;
                    }
                }
                // Particles Systems
                if (parsedData.particleSystems) {
                    for (index = 0; index < parsedData.particleSystems.length; index++) {
                        var parsedParticleSystem = parsedData.particleSystems[index];
                        parseParticleSystem(parsedParticleSystem, scene, rootUrl);
                    }
                }
                // Lens flares
                if (parsedData.lensFlareSystems) {
                    for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
                        var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
                        parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
                    }
                }
                // Shadows
                if (parsedData.shadowGenerators) {
                    for (index = 0; index < parsedData.shadowGenerators.length; index++) {
                        var parsedShadowGenerator = parsedData.shadowGenerators[index];
                        parseShadowGenerator(parsedShadowGenerator, scene);
                    }
                }
                // Actions (scene)
                if (parsedData.actions) {
                    parseActions(parsedData.actions, null, scene);
                }
                // Finish
                return true;
            }
        });
    })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.babylonFileLoader.js.mapvar BABYLON;
(function (BABYLON) {
    // Unique ID when we import meshes from Babylon to CSG
    var currentCSGMeshId = 0;
    // # class Vertex
    // Represents a vertex of a polygon. Use your own vertex class instead of this
    // one to provide additional features like texture coordinates and vertex
    // colors. Custom vertex classes need to provide a `pos` property and `clone()`,
    // `flip()`, and `interpolate()` methods that behave analogous to the ones
    // defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
    // functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
    // is not used anywhere else. 
    // Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
    var Vertex = (function () {
        function Vertex(pos, normal, uv) {
            this.pos = pos;
            this.normal = normal;
            this.uv = uv;
        }
        Vertex.prototype.clone = function () {
            return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
        };
        // Invert all orientation-specific data (e.g. vertex normal). Called when the
        // orientation of a polygon is flipped.
        Vertex.prototype.flip = function () {
            this.normal = this.normal.scale(-1);
        };
        // Create a new vertex between this vertex and `other` by linearly
        // interpolating all properties using a parameter of `t`. Subclasses should
        // override this to interpolate additional properties.
        Vertex.prototype.interpolate = function (other, t) {
            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));
        };
        return Vertex;
    })();
    // # class Plane
    // Represents a plane in 3D space.
    var Plane = (function () {
        function Plane(normal, w) {
            this.normal = normal;
            this.w = w;
        }
        Plane.FromPoints = function (a, b, c) {
            var v0 = c.subtract(a);
            var v1 = b.subtract(a);
            if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
                return null;
            }
            var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
            return new Plane(n, BABYLON.Vector3.Dot(n, a));
        };
        Plane.prototype.clone = function () {
            return new Plane(this.normal.clone(), this.w);
        };
        Plane.prototype.flip = function () {
            this.normal.scaleInPlace(-1);
            this.w = -this.w;
        };
        // Split `polygon` by this plane if needed, then put the polygon or polygon
        // fragments in the appropriate lists. Coplanar polygons go into either
        // `coplanarFront` or `coplanarBack` depending on their orientation with
        // respect to this plane. Polygons in front or in back of this plane go into
        // either `front` or `back`.
        Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
            var COPLANAR = 0;
            var FRONT = 1;
            var BACK = 2;
            var SPANNING = 3;
            // Classify each point as well as the entire polygon into one of the above
            // four classes.
            var polygonType = 0;
            var types = [];
            for (var i = 0; i < polygon.vertices.length; i++) {
                var t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
                var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
                polygonType |= type;
                types.push(type);
            }
            switch (polygonType) {
                case COPLANAR:
                    (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
                    break;
                case FRONT:
                    front.push(polygon);
                    break;
                case BACK:
                    back.push(polygon);
                    break;
                case SPANNING:
                    var f = [], b = [];
                    for (i = 0; i < polygon.vertices.length; i++) {
                        var j = (i + 1) % polygon.vertices.length;
                        var ti = types[i], tj = types[j];
                        var vi = polygon.vertices[i], vj = polygon.vertices[j];
                        if (ti != BACK)
                            f.push(vi);
                        if (ti != FRONT)
                            b.push(ti != BACK ? vi.clone() : vi);
                        if ((ti | tj) == SPANNING) {
                            t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
                            var v = vi.interpolate(vj, t);
                            f.push(v);
                            b.push(v.clone());
                        }
                    }
                    if (f.length >= 3) {
                        var poly = new Polygon(f, polygon.shared);
                        if (poly.plane)
                            front.push(poly);
                    }
                    if (b.length >= 3) {
                        poly = new Polygon(b, polygon.shared);
                        if (poly.plane)
                            back.push(poly);
                    }
                    break;
            }
        };
        // `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
        // point is on the plane.
        Plane.EPSILON = 1e-5;
        return Plane;
    })();
    // # class Polygon
    // Represents a convex polygon. The vertices used to initialize a polygon must
    // be coplanar and form a convex loop.
    // 
    // Each convex polygon has a `shared` property, which is shared between all
    // polygons that are clones of each other or were split from the same polygon.
    // This can be used to define per-polygon properties (such as surface color).
    var Polygon = (function () {
        function Polygon(vertices, shared) {
            this.vertices = vertices;
            this.shared = shared;
            this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
        }
        Polygon.prototype.clone = function () {
            var vertices = this.vertices.map(function (v) { return v.clone(); });
            return new Polygon(vertices, this.shared);
        };
        Polygon.prototype.flip = function () {
            this.vertices.reverse().map(function (v) {
                v.flip();
            });
            this.plane.flip();
        };
        return Polygon;
    })();
    // # class Node
    // Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
    // by picking a polygon to split along. That polygon (and all other coplanar
    // polygons) are added directly to that node and the other polygons are added to
    // the front and/or back subtrees. This is not a leafy BSP tree since there is
    // no distinction between internal and leaf nodes.
    var Node = (function () {
        function Node(polygons) {
            this.plane = null;
            this.front = null;
            this.back = null;
            this.polygons = [];
            if (polygons) {
                this.build(polygons);
            }
        }
        Node.prototype.clone = function () {
            var node = new Node();
            node.plane = this.plane && this.plane.clone();
            node.front = this.front && this.front.clone();
            node.back = this.back && this.back.clone();
            node.polygons = this.polygons.map(function (p) { return p.clone(); });
            return node;
        };
        // Convert solid space to empty space and empty space to solid space.
        Node.prototype.invert = function () {
            for (var i = 0; i < this.polygons.length; i++) {
                this.polygons[i].flip();
            }
            if (this.plane) {
                this.plane.flip();
            }
            if (this.front) {
                this.front.invert();
            }
            if (this.back) {
                this.back.invert();
            }
            var temp = this.front;
            this.front = this.back;
            this.back = temp;
        };
        // Recursively remove all polygons in `polygons` that are inside this BSP
        // tree.
        Node.prototype.clipPolygons = function (polygons) {
            if (!this.plane)
                return polygons.slice();
            var front = [], back = [];
            for (var i = 0; i < polygons.length; i++) {
                this.plane.splitPolygon(polygons[i], front, back, front, back);
            }
            if (this.front) {
                front = this.front.clipPolygons(front);
            }
            if (this.back) {
                back = this.back.clipPolygons(back);
            }
            else {
                back = [];
            }
            return front.concat(back);
        };
        // Remove all polygons in this BSP tree that are inside the other BSP tree
        // `bsp`.
        Node.prototype.clipTo = function (bsp) {
            this.polygons = bsp.clipPolygons(this.polygons);
            if (this.front)
                this.front.clipTo(bsp);
            if (this.back)
                this.back.clipTo(bsp);
        };
        // Return a list of all polygons in this BSP tree.
        Node.prototype.allPolygons = function () {
            var polygons = this.polygons.slice();
            if (this.front)
                polygons = polygons.concat(this.front.allPolygons());
            if (this.back)
                polygons = polygons.concat(this.back.allPolygons());
            return polygons;
        };
        // Build a BSP tree out of `polygons`. When called on an existing tree, the
        // new polygons are filtered down to the bottom of the tree and become new
        // nodes there. Each set of polygons is partitioned using the first polygon
        // (no heuristic is used to pick a good split).
        Node.prototype.build = function (polygons) {
            if (!polygons.length)
                return;
            if (!this.plane)
                this.plane = polygons[0].plane.clone();
            var front = [], back = [];
            for (var i = 0; i < polygons.length; i++) {
                this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
            }
            if (front.length) {
                if (!this.front)
                    this.front = new Node();
                this.front.build(front);
            }
            if (back.length) {
                if (!this.back)
                    this.back = new Node();
                this.back.build(back);
            }
        };
        return Node;
    })();
    var CSG = (function () {
        function CSG() {
            this.polygons = new Array();
        }
        // Convert BABYLON.Mesh to BABYLON.CSG
        CSG.FromMesh = function (mesh) {
            var vertex, normal, uv, position, polygon, polygons = [], vertices;
            if (mesh instanceof BABYLON.Mesh) {
                mesh.computeWorldMatrix(true);
                var matrix = mesh.getWorldMatrix();
                var meshPosition = mesh.position.clone();
                var meshRotation = mesh.rotation.clone();
                var meshScaling = mesh.scaling.clone();
            }
            else {
                throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
            }
            var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
            var subMeshes = mesh.subMeshes;
            for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
                for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
                    vertices = [];
                    for (var j = 0; j < 3; j++) {
                        var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
                        uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
                        var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
                        position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
                        normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
                        vertex = new Vertex(position, normal, uv);
                        vertices.push(vertex);
                    }
                    polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
                    // To handle the case of degenerated triangle
                    // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
                    if (polygon.plane)
                        polygons.push(polygon);
                }
            }
            var csg = CSG.FromPolygons(polygons);
            csg.matrix = matrix;
            csg.position = meshPosition;
            csg.rotation = meshRotation;
            csg.scaling = meshScaling;
            currentCSGMeshId++;
            return csg;
        };
        // Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
        CSG.FromPolygons = function (polygons) {
            var csg = new BABYLON.CSG();
            csg.polygons = polygons;
            return csg;
        };
        CSG.prototype.clone = function () {
            var csg = new BABYLON.CSG();
            csg.polygons = this.polygons.map(function (p) { return p.clone(); });
            csg.copyTransformAttributes(this);
            return csg;
        };
        CSG.prototype.toPolygons = function () {
            return this.polygons;
        };
        CSG.prototype.union = function (csg) {
            var a = new Node(this.clone().polygons);
            var b = new Node(csg.clone().polygons);
            a.clipTo(b);
            b.clipTo(a);
            b.invert();
            b.clipTo(a);
            b.invert();
            a.build(b.allPolygons());
            return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
        };
        CSG.prototype.unionInPlace = function (csg) {
            var a = new Node(this.polygons);
            var b = new Node(csg.polygons);
            a.clipTo(b);
            b.clipTo(a);
            b.invert();
            b.clipTo(a);
            b.invert();
            a.build(b.allPolygons());
            this.polygons = a.allPolygons();
        };
        CSG.prototype.subtract = function (csg) {
            var a = new Node(this.clone().polygons);
            var b = new Node(csg.clone().polygons);
            a.invert();
            a.clipTo(b);
            b.clipTo(a);
            b.invert();
            b.clipTo(a);
            b.invert();
            a.build(b.allPolygons());
            a.invert();
            return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
        };
        CSG.prototype.subtractInPlace = function (csg) {
            var a = new Node(this.polygons);
            var b = new Node(csg.polygons);
            a.invert();
            a.clipTo(b);
            b.clipTo(a);
            b.invert();
            b.clipTo(a);
            b.invert();
            a.build(b.allPolygons());
            a.invert();
            this.polygons = a.allPolygons();
        };
        CSG.prototype.intersect = function (csg) {
            var a = new Node(this.clone().polygons);
            var b = new Node(csg.clone().polygons);
            a.invert();
            b.clipTo(a);
            b.invert();
            a.clipTo(b);
            b.clipTo(a);
            a.build(b.allPolygons());
            a.invert();
            return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
        };
        CSG.prototype.intersectInPlace = function (csg) {
            var a = new Node(this.polygons);
            var b = new Node(csg.polygons);
            a.invert();
            b.clipTo(a);
            b.invert();
            a.clipTo(b);
            b.clipTo(a);
            a.build(b.allPolygons());
            a.invert();
            this.polygons = a.allPolygons();
        };
        // Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
        // not modified.
        CSG.prototype.inverse = function () {
            var csg = this.clone();
            csg.inverseInPlace();
            return csg;
        };
        CSG.prototype.inverseInPlace = function () {
            this.polygons.map(function (p) {
                p.flip();
            });
        };
        // This is used to keep meshes transformations so they can be restored
        // when we build back a Babylon Mesh
        // NB : All CSG operations are performed in world coordinates
        CSG.prototype.copyTransformAttributes = function (csg) {
            this.matrix = csg.matrix;
            this.position = csg.position;
            this.rotation = csg.rotation;
            this.scaling = csg.scaling;
            return this;
        };
        // Build Raw mesh from CSG
        // Coordinates here are in world space
        CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
            var matrix = this.matrix.clone();
            matrix.invert();
            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;
            if (keepSubMeshes) {
                // Sort Polygons, since subMeshes are indices range
                polygons.sort(function (a, b) {
                    if (a.shared.meshId === b.shared.meshId) {
                        return a.shared.subMeshId - b.shared.subMeshId;
                    }
                    else {
                        return a.shared.meshId - b.shared.meshId;
                    }
                });
            }
            for (var i = 0, il = polygons.length; i < il; i++) {
                polygon = polygons[i];
                // Building SubMeshes
                if (!subMesh_dict[polygon.shared.meshId]) {
                    subMesh_dict[polygon.shared.meshId] = {};
                }
                if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
                    subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
                        indexStart: +Infinity,
                        indexEnd: -Infinity,
                        materialIndex: polygon.shared.materialIndex
                    };
                }
                subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
                for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
                    polygonIndices[0] = 0;
                    polygonIndices[1] = j - 1;
                    polygonIndices[2] = j;
                    for (var k = 0; k < 3; k++) {
                        vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
                        normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
                        uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
                        var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
                        var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
                        vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
                        // Check if 2 points can be merged
                        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)) {
                            vertices.push(localVertex.x, localVertex.y, localVertex.z);
                            uvs.push(uv.x, uv.y);
                            normals.push(normal.x, normal.y, normal.z);
                            vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
                        }
                        indices.push(vertex_idx);
                        subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
                        subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
                        currentIndex++;
                    }
                }
            }
            mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
            mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
            mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
            mesh.setIndices(indices);
            if (keepSubMeshes) {
                // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
                var materialIndexOffset = 0, materialMaxIndex;
                mesh.subMeshes.length = 0;
                for (var m in subMesh_dict) {
                    materialMaxIndex = -1;
                    for (var sm in subMesh_dict[m]) {
                        subMesh_obj = subMesh_dict[m][sm];
                        BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
                        materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
                    }
                    materialIndexOffset += ++materialMaxIndex;
                }
            }
            return mesh;
        };
        // Build Mesh from CSG taking material and transforms into account
        CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
            var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
            mesh.material = material;
            mesh.position.copyFrom(this.position);
            mesh.rotation.copyFrom(this.rotation);
            mesh.scaling.copyFrom(this.scaling);
            mesh.computeWorldMatrix(true);
            return mesh;
        };
        return CSG;
    })();
    BABYLON.CSG = CSG;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.csg.js.map
var BABYLON;
(function (BABYLON) {
    var OculusDistortionCorrectionPostProcess = (function (_super) {
        __extends(OculusDistortionCorrectionPostProcess, _super);
        //ANY
        function OculusDistortionCorrectionPostProcess(name, camera, isRightEye, cameraSettings) {
            var _this = this;
            _super.call(this, name, "oculusDistortionCorrection", [
                'LensCenter',
                'Scale',
                'ScaleIn',
                'HmdWarpParam'
            ], null, cameraSettings.PostProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE, null, null);
            this._isRightEye = isRightEye;
            this._distortionFactors = cameraSettings.DistortionK;
            this._postProcessScaleFactor = cameraSettings.PostProcessScaleFactor;
            this._lensCenterOffset = cameraSettings.LensCenterOffset;
            this.onSizeChanged = function () {
                _this.aspectRatio = _this.width * .5 / _this.height;
                _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
                _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
                _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
            };
            this.onApply = function (effect) {
                effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
                effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
                effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
                effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
            };
        }
        return OculusDistortionCorrectionPostProcess;
    })(BABYLON.PostProcess);
    BABYLON.OculusDistortionCorrectionPostProcess = OculusDistortionCorrectionPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.oculusDistortionCorrectionPostProcess.js.map// Mainly based on these 2 articles : 
// Creating an universal virtual touch joystick working for all Touch models thanks to Hand.JS : http://blogs.msdn.com/b/davrous/archive/2013/02/22/creating-an-universal-virtual-touch-joystick-working-for-all-touch-models-thanks-to-hand-js.aspx
// & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/ 
var BABYLON;
(function (BABYLON) {
    (function (JoystickAxis) {
        JoystickAxis[JoystickAxis["X"] = 0] = "X";
        JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
        JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
    })(BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
    var JoystickAxis = BABYLON.JoystickAxis;
    var VirtualJoystick = (function () {
        function VirtualJoystick(leftJoystick) {
            var _this = this;
            if (leftJoystick) {
                this._leftJoystick = true;
            }
            else {
                this._leftJoystick = false;
            }
            this._joystickIndex = VirtualJoystick._globalJoystickIndex;
            VirtualJoystick._globalJoystickIndex++;
            // By default left & right arrow keys are moving the X
            // and up & down keys are moving the Y
            this._axisTargetedByLeftAndRight = 0 /* X */;
            this._axisTargetedByUpAndDown = 1 /* Y */;
            this.reverseLeftRight = false;
            this.reverseUpDown = false;
            // collections of pointers
            this._touches = new BABYLON.VirtualJoystick.Collection();
            this.deltaPosition = BABYLON.Vector3.Zero();
            this._joystickSensibility = 25;
            this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
            this._rotationSpeed = 25;
            this._inverseRotationSpeed = 1 / (this._rotationSpeed / 1000);
            this._rotateOnAxisRelativeToMesh = false;
            // injecting a canvas element on top of the canvas 3D game
            if (!VirtualJoystick.vjCanvas) {
                window.addEventListener("resize", function () {
                    VirtualJoystick.vjCanvasWidth = window.innerWidth;
                    VirtualJoystick.vjCanvasHeight = window.innerHeight;
                    VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
                    VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
                    VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
                    VirtualJoystick.halfHeight = VirtualJoystick.vjCanvasHeight / 2;
                }, false);
                VirtualJoystick.vjCanvas = document.createElement("canvas");
                VirtualJoystick.vjCanvasWidth = window.innerWidth;
                VirtualJoystick.vjCanvasHeight = window.innerHeight;
                VirtualJoystick.vjCanvas.width = window.innerWidth;
                VirtualJoystick.vjCanvas.height = window.innerHeight;
                VirtualJoystick.vjCanvas.style.width = "100%";
                VirtualJoystick.vjCanvas.style.height = "100%";
                VirtualJoystick.vjCanvas.style.position = "absolute";
                VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
                VirtualJoystick.vjCanvas.style.top = "0px";
                VirtualJoystick.vjCanvas.style.left = "0px";
                VirtualJoystick.vjCanvas.style.zIndex = "5";
                VirtualJoystick.vjCanvas.style.msTouchAction = "none";
                VirtualJoystick.vjCanvasContext = VirtualJoystick.vjCanvas.getContext('2d');
                VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
                VirtualJoystick.vjCanvasContext.lineWidth = 2;
                document.body.appendChild(VirtualJoystick.vjCanvas);
            }
            VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
            VirtualJoystick.halfHeight = VirtualJoystick.vjCanvas.height / 2;
            this.pressed = false;
            // default joystick color
            this._joystickColor = "cyan";
            this._joystickPointerID = -1;
            // current joystick position
            this._joystickPointerPos = new BABYLON.Vector2(0, 0);
            // origin joystick position
            this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
            this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
            VirtualJoystick.vjCanvas.addEventListener('pointerdown', function (evt) {
                _this._onPointerDown(evt);
            }, false);
            VirtualJoystick.vjCanvas.addEventListener('pointermove', function (evt) {
                _this._onPointerMove(evt);
            }, false);
            VirtualJoystick.vjCanvas.addEventListener('pointerup', function (evt) {
                _this._onPointerUp(evt);
            }, false);
            VirtualJoystick.vjCanvas.addEventListener('pointerout', function (evt) {
                _this._onPointerUp(evt);
            }, false);
            VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
                evt.preventDefault(); // Disables system menu
            }, false);
            requestAnimationFrame(function () {
                _this._drawVirtualJoystick();
            });
        }
        VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
            this._joystickSensibility = newJoystickSensibility;
            this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
        };
        VirtualJoystick.prototype._onPointerDown = function (e) {
            var positionOnScreenCondition;
            e.preventDefault();
            if (this._leftJoystick === true) {
                positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
            }
            else {
                positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
            }
            if (positionOnScreenCondition && this._joystickPointerID < 0) {
                // First contact will be dedicated to the virtual joystick
                this._joystickPointerID = e.pointerId;
                this._joystickPointerStartPos.x = e.clientX;
                this._joystickPointerStartPos.y = e.clientY;
                this._joystickPointerPos = this._joystickPointerStartPos.clone();
                this._deltaJoystickVector.x = 0;
                this._deltaJoystickVector.y = 0;
                this.pressed = true;
                this._touches.add(e.pointerId.toString(), e);
            }
            else {
                // You can only trigger the action buttons with a joystick declared
                if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
                    this._action();
                    this._touches.add(e.pointerId.toString(), e);
                }
            }
        };
        VirtualJoystick.prototype._onPointerMove = function (e) {
            // If the current pointer is the one associated to the joystick (first touch contact)
            if (this._joystickPointerID == e.pointerId) {
                this._joystickPointerPos.x = e.clientX;
                this._joystickPointerPos.y = e.clientY;
                this._deltaJoystickVector = this._joystickPointerPos.clone();
                this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
                var directionLeftRight = this.reverseLeftRight ? -1 : 1;
                var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
                switch (this._axisTargetedByLeftAndRight) {
                    case 0 /* X */:
                        this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
                        break;
                    case 1 /* Y */:
                        this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
                        break;
                    case 2 /* Z */:
                        this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
                        break;
                }
                var directionUpDown = this.reverseUpDown ? 1 : -1;
                var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
                switch (this._axisTargetedByUpAndDown) {
                    case 0 /* X */:
                        this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
                        break;
                    case 1 /* Y */:
                        this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
                        break;
                    case 2 /* Z */:
                        this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
                        break;
                }
            }
            else {
                if (this._touches.item(e.pointerId.toString())) {
                    this._touches.item(e.pointerId.toString()).x = e.clientX;
                    this._touches.item(e.pointerId.toString()).y = e.clientY;
                }
            }
        };
        VirtualJoystick.prototype._onPointerUp = function (e) {
            this._clearCanvas();
            if (this._joystickPointerID == e.pointerId) {
                this._joystickPointerID = -1;
                this.pressed = false;
            }
            this._deltaJoystickVector.x = 0;
            this._deltaJoystickVector.y = 0;
            this._touches.remove(e.pointerId.toString());
        };
        /**
        * Change the color of the virtual joystick
        * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
        */
        VirtualJoystick.prototype.setJoystickColor = function (newColor) {
            this._joystickColor = newColor;
        };
        VirtualJoystick.prototype.setActionOnTouch = function (action) {
            this._action = action;
        };
        // Define which axis you'd like to control for left & right 
        VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
            switch (axis) {
                case 0 /* X */:
                case 1 /* Y */:
                case 2 /* Z */:
                    this._axisTargetedByLeftAndRight = axis;
                    break;
                default:
                    this._axisTargetedByLeftAndRight = 0 /* X */;
                    break;
            }
        };
        // Define which axis you'd like to control for up & down 
        VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
            switch (axis) {
                case 0 /* X */:
                case 1 /* Y */:
                case 2 /* Z */:
                    this._axisTargetedByUpAndDown = axis;
                    break;
                default:
                    this._axisTargetedByUpAndDown = 1 /* Y */;
                    break;
            }
        };
        VirtualJoystick.prototype._clearCanvas = function () {
            if (this._leftJoystick) {
                VirtualJoystick.vjCanvasContext.clearRect(0, 0, VirtualJoystick.vjCanvasWidth / 2, VirtualJoystick.vjCanvasHeight);
            }
            else {
                VirtualJoystick.vjCanvasContext.clearRect(VirtualJoystick.vjCanvasWidth / 2, 0, VirtualJoystick.vjCanvasWidth, VirtualJoystick.vjCanvasHeight);
            }
        };
        VirtualJoystick.prototype._drawVirtualJoystick = function () {
            var _this = this;
            if (this.pressed) {
                this._clearCanvas();
                this._touches.forEach(function (touch) {
                    if (touch.pointerId === _this._joystickPointerID) {
                        VirtualJoystick.vjCanvasContext.beginPath();
                        VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
                        VirtualJoystick.vjCanvasContext.lineWidth = 6;
                        VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
                        VirtualJoystick.vjCanvasContext.stroke();
                        VirtualJoystick.vjCanvasContext.beginPath();
                        VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
                        VirtualJoystick.vjCanvasContext.lineWidth = 2;
                        VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
                        VirtualJoystick.vjCanvasContext.stroke();
                        VirtualJoystick.vjCanvasContext.beginPath();
                        VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
                        VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
                        VirtualJoystick.vjCanvasContext.stroke();
                    }
                    else {
                        VirtualJoystick.vjCanvasContext.beginPath();
                        VirtualJoystick.vjCanvasContext.fillStyle = "white";
                        VirtualJoystick.vjCanvasContext.beginPath();
                        VirtualJoystick.vjCanvasContext.strokeStyle = "red";
                        VirtualJoystick.vjCanvasContext.lineWidth = 6;
                        VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
                        VirtualJoystick.vjCanvasContext.stroke();
                    }
                    ;
                });
            }
            requestAnimationFrame(function () {
                _this._drawVirtualJoystick();
            });
        };
        VirtualJoystick.prototype.releaseCanvas = function () {
            if (VirtualJoystick.vjCanvas) {
                document.body.removeChild(VirtualJoystick.vjCanvas);
                VirtualJoystick.vjCanvas = null;
            }
        };
        // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
        VirtualJoystick._globalJoystickIndex = 0;
        return VirtualJoystick;
    })();
    BABYLON.VirtualJoystick = VirtualJoystick;
})(BABYLON || (BABYLON = {}));
var BABYLON;
(function (BABYLON) {
    var VirtualJoystick;
    (function (VirtualJoystick) {
        var Collection = (function () {
            function Collection() {
                this._count = 0;
                this._collection = new Array();
            }
            Collection.prototype.Count = function () {
                return this._count;
            };
            Collection.prototype.add = function (key, item) {
                if (this._collection[key] != undefined) {
                    return undefined;
                }
                this._collection[key] = item;
                return ++this._count;
            };
            Collection.prototype.remove = function (key) {
                if (this._collection[key] == undefined) {
                    return undefined;
                }
                delete this._collection[key];
                return --this._count;
            };
            Collection.prototype.item = function (key) {
                return this._collection[key];
            };
            Collection.prototype.forEach = function (block) {
                var key;
                for (key in this._collection) {
                    if (this._collection.hasOwnProperty(key)) {
                        block(this._collection[key]);
                    }
                }
            };
            return Collection;
        })();
        VirtualJoystick.Collection = Collection;
    })(VirtualJoystick = BABYLON.VirtualJoystick || (BABYLON.VirtualJoystick = {}));
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.virtualJoystick.js.map
var BABYLON;
(function (BABYLON) {
    var OculusRiftDevKit2013_Metric = {
        HResolution: 1280,
        VResolution: 800,
        HScreenSize: 0.149759993,
        VScreenSize: 0.0935999975,
        VScreenCenter: 0.0467999987,
        EyeToScreenDistance: 0.0410000011,
        LensSeparationDistance: 0.0635000020,
        InterpupillaryDistance: 0.0640000030,
        DistortionK: [1.0, 0.219999999, 0.239999995, 0.0],
        ChromaAbCorrection: [0.995999992, -0.00400000019, 1.01400006, 0.0],
        PostProcessScaleFactor: 1.714605507808412,
        LensCenterOffset: 0.151976421
    };
    var _OculusInnerCamera = (function (_super) {
        __extends(_OculusInnerCamera, _super);
        function _OculusInnerCamera(name, position, scene, isLeftEye) {
            _super.call(this, name, position, scene);
            this._workMatrix = new BABYLON.Matrix();
            this._actualUp = new BABYLON.Vector3(0, 0, 0);
            // Constants
            this._aspectRatioAspectRatio = OculusRiftDevKit2013_Metric.HResolution / (2 * OculusRiftDevKit2013_Metric.VResolution);
            this._aspectRatioFov = (2 * Math.atan((OculusRiftDevKit2013_Metric.PostProcessScaleFactor * OculusRiftDevKit2013_Metric.VScreenSize) / (2 * OculusRiftDevKit2013_Metric.EyeToScreenDistance)));
            var hMeters = (OculusRiftDevKit2013_Metric.HScreenSize / 4) - (OculusRiftDevKit2013_Metric.LensSeparationDistance / 2);
            var h = (4 * hMeters) / OculusRiftDevKit2013_Metric.HScreenSize;
            this._hMatrix = BABYLON.Matrix.Translation(isLeftEye ? h : -h, 0, 0);
            this.viewport = new BABYLON.Viewport(isLeftEye ? 0 : 0.5, 0, 0.5, 1.0);
            this._preViewMatrix = BABYLON.Matrix.Translation(isLeftEye ? .5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance : -.5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance, 0, 0);
            // Postprocess
            var postProcess = new BABYLON.OculusDistortionCorrectionPostProcess("Oculus Distortion", this, !isLeftEye, OculusRiftDevKit2013_Metric);
        }
        _OculusInnerCamera.prototype.getProjectionMatrix = function () {
            BABYLON.Matrix.PerspectiveFovLHToRef(this._aspectRatioFov, this._aspectRatioAspectRatio, this.minZ, this.maxZ, this._workMatrix);
            this._workMatrix.multiplyToRef(this._hMatrix, this._projectionMatrix);
            return this._projectionMatrix;
        };
        _OculusInnerCamera.prototype._getViewMatrix = function () {
            BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
            BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
            BABYLON.Vector3.TransformNormalToRef(this.upVector, this._cameraRotationMatrix, this._actualUp);
            // Computing target and final matrix
            this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
            BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this._actualUp, this._workMatrix);
            this._workMatrix.multiplyToRef(this._preViewMatrix, this._viewMatrix);
            return this._viewMatrix;
        };
        return _OculusInnerCamera;
    })(BABYLON.FreeCamera);
    var OculusCamera = (function (_super) {
        __extends(OculusCamera, _super);
        function OculusCamera(name, position, scene) {
            _super.call(this, name, position, scene);
            this._leftCamera = new _OculusInnerCamera(name + "_left", position.clone(), scene, true);
            this._rightCamera = new _OculusInnerCamera(name + "_right", position.clone(), scene, false);
            this.subCameras.push(this._leftCamera);
            this.subCameras.push(this._rightCamera);
            this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
        }
        OculusCamera.prototype._update = function () {
            this._leftCamera.position.copyFrom(this.position);
            this._rightCamera.position.copyFrom(this.position);
            this._updateCamera(this._leftCamera);
            this._updateCamera(this._rightCamera);
            _super.prototype._update.call(this);
        };
        OculusCamera.prototype._updateCamera = function (camera) {
            camera.minZ = this.minZ;
            camera.maxZ = this.maxZ;
            camera.rotation.x = this.rotation.x;
            camera.rotation.y = this.rotation.y;
            camera.rotation.z = this.rotation.z;
        };
        // Oculus events
        OculusCamera.prototype._onOrientationEvent = function (evt) {
            var yaw = evt.alpha / 180 * Math.PI;
            var pitch = evt.beta / 180 * Math.PI;
            var roll = evt.gamma / 180 * Math.PI;
            if (!this._offsetOrientation) {
                this._offsetOrientation = {
                    yaw: yaw,
                    pitch: pitch,
                    roll: roll
                };
                return;
            }
            else {
                this.rotation.y += yaw - this._offsetOrientation.yaw;
                this.rotation.x += pitch - this._offsetOrientation.pitch;
                this.rotation.z += this._offsetOrientation.roll - roll;
                this._offsetOrientation.yaw = yaw;
                this._offsetOrientation.pitch = pitch;
                this._offsetOrientation.roll = roll;
            }
        };
        OculusCamera.prototype.attachControl = function (element, noPreventDefault) {
            _super.prototype.attachControl.call(this, element, noPreventDefault);
            window.addEventListener("deviceorientation", this._deviceOrientationHandler);
        };
        OculusCamera.prototype.detachControl = function (element) {
            _super.prototype.detachControl.call(this, element);
            window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
        };
        return OculusCamera;
    })(BABYLON.FreeCamera);
    BABYLON.OculusCamera = OculusCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.oculusCamera.js.map
var BABYLON;
(function (BABYLON) {
    var OculusRiftDevKit2013_Metric = {
        HResolution: 1280,
        VResolution: 800,
        HScreenSize: 0.149759993,
        VScreenSize: 0.0935999975,
        VScreenCenter: 0.0467999987,
        EyeToScreenDistance: 0.0410000011,
        LensSeparationDistance: 0.0635000020,
        InterpupillaryDistance: 0.0640000030,
        DistortionK: [1.0, 0.219999999, 0.239999995, 0.0],
        ChromaAbCorrection: [0.995999992, -0.00400000019, 1.01400006, 0.0],
        PostProcessScaleFactor: 1.714605507808412,
        LensCenterOffset: 0.151976421
    };
    var _OculusInnerGamepadCamera = (function (_super) {
        __extends(_OculusInnerGamepadCamera, _super);
        function _OculusInnerGamepadCamera(name, position, scene, isLeftEye) {
            _super.call(this, name, position, scene);
            this._workMatrix = new BABYLON.Matrix();
            this._actualUp = new BABYLON.Vector3(0, 0, 0);
            // Constants
            this._aspectRatioAspectRatio = OculusRiftDevKit2013_Metric.HResolution / (2 * OculusRiftDevKit2013_Metric.VResolution);
            this._aspectRatioFov = (2 * Math.atan((OculusRiftDevKit2013_Metric.PostProcessScaleFactor * OculusRiftDevKit2013_Metric.VScreenSize) / (2 * OculusRiftDevKit2013_Metric.EyeToScreenDistance)));
            var hMeters = (OculusRiftDevKit2013_Metric.HScreenSize / 4) - (OculusRiftDevKit2013_Metric.LensSeparationDistance / 2);
            var h = (4 * hMeters) / OculusRiftDevKit2013_Metric.HScreenSize;
            this._hMatrix = BABYLON.Matrix.Translation(isLeftEye ? h : -h, 0, 0);
            this.viewport = new BABYLON.Viewport(isLeftEye ? 0 : 0.5, 0, 0.5, 1.0);
            this._preViewMatrix = BABYLON.Matrix.Translation(isLeftEye ? .5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance : -.5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance, 0, 0);
            // Postprocess
            var postProcess = new BABYLON.OculusDistortionCorrectionPostProcess("Oculus Distortion", this, !isLeftEye, OculusRiftDevKit2013_Metric);
        }
        _OculusInnerGamepadCamera.prototype.getProjectionMatrix = function () {
            BABYLON.Matrix.PerspectiveFovLHToRef(this._aspectRatioFov, this._aspectRatioAspectRatio, this.minZ, this.maxZ, this._workMatrix);
            this._workMatrix.multiplyToRef(this._hMatrix, this._projectionMatrix);
            return this._projectionMatrix;
        };
        _OculusInnerGamepadCamera.prototype._getViewMatrix = function () {
            BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
            BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
            BABYLON.Vector3.TransformNormalToRef(this.upVector, this._cameraRotationMatrix, this._actualUp);
            // Computing target and final matrix
            this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
            BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this._actualUp, this._workMatrix);
            this._workMatrix.multiplyToRef(this._preViewMatrix, this._viewMatrix);
            return this._viewMatrix;
        };
        return _OculusInnerGamepadCamera;
    })(BABYLON.FreeCamera);
    var OculusGamepadCamera = (function (_super) {
        __extends(OculusGamepadCamera, _super);
        function OculusGamepadCamera(name, position, scene) {
            var _this = this;
            _super.call(this, name, position, scene);
            this.angularSensibility = 200;
            this.moveSensibility = 75;
            this._leftCamera = new _OculusInnerGamepadCamera(name + "_left", position.clone(), scene, true);
            this._rightCamera = new _OculusInnerGamepadCamera(name + "_right", position.clone(), scene, false);
            this.subCameras.push(this._leftCamera);
            this.subCameras.push(this._rightCamera);
            this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
            this._gamepads = new BABYLON.Gamepads(function (gamepad) {
                _this._onNewGameConnected(gamepad);
            });
        }
        OculusGamepadCamera.prototype._onNewGameConnected = function (gamepad) {
            // Only the first gamepad can control the camera
            if (gamepad.index === 0) {
                this._gamepad = gamepad;
            }
        };
        OculusGamepadCamera.prototype._update = function () {
            this._leftCamera.position.copyFrom(this.position);
            this._rightCamera.position.copyFrom(this.position);
            this._updateCamera(this._leftCamera);
            this._updateCamera(this._rightCamera);
            _super.prototype._update.call(this);
        };
        OculusGamepadCamera.prototype._checkInputs = function () {
            if (!this._gamepad) {
                return;
            }
            var LSValues = this._gamepad.leftStick;
            var normalizedLX = LSValues.x / this.moveSensibility;
            var normalizedLY = LSValues.y / this.moveSensibility;
            LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
            LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
            var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
            var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x, 0, -LSValues.y), cameraTransform);
            this.cameraDirection = this.cameraDirection.add(deltaTransform);
        };
        OculusGamepadCamera.prototype._updateCamera = function (camera) {
            camera.minZ = this.minZ;
            camera.maxZ = this.maxZ;
            camera.rotation.x = this.rotation.x;
            camera.rotation.y = this.rotation.y;
            camera.rotation.z = this.rotation.z;
        };
        // Oculus events
        OculusGamepadCamera.prototype._onOrientationEvent = function (evt) {
            var yaw = evt.alpha / 180 * Math.PI;
            var pitch = evt.beta / 180 * Math.PI;
            var roll = evt.gamma / 180 * Math.PI;
            if (!this._offsetOrientation) {
                this._offsetOrientation = {
                    yaw: yaw,
                    pitch: pitch,
                    roll: roll
                };
                return;
            }
            else {
                this.rotation.y += yaw - this._offsetOrientation.yaw;
                this.rotation.x += pitch - this._offsetOrientation.pitch;
                this.rotation.z += this._offsetOrientation.roll - roll;
                this._offsetOrientation.yaw = yaw;
                this._offsetOrientation.pitch = pitch;
                this._offsetOrientation.roll = roll;
            }
        };
        OculusGamepadCamera.prototype.attachControl = function (element, noPreventDefault) {
            _super.prototype.attachControl.call(this, element, noPreventDefault);
            window.addEventListener("deviceorientation", this._deviceOrientationHandler);
        };
        OculusGamepadCamera.prototype.detachControl = function (element) {
            _super.prototype.detachControl.call(this, element);
            window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
        };
        OculusGamepadCamera.prototype.dispose = function () {
            this._gamepads.dispose();
            _super.prototype.dispose.call(this);
        };
        return OculusGamepadCamera;
    })(BABYLON.FreeCamera);
    BABYLON.OculusGamepadCamera = OculusGamepadCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.oculusGamepadCamera.js.map
var BABYLON;
(function (BABYLON) {
    // We're mainly based on the logic defined into the FreeCamera code
    var VirtualJoysticksCamera = (function (_super) {
        __extends(VirtualJoysticksCamera, _super);
        function VirtualJoysticksCamera(name, position, scene) {
            _super.call(this, name, position, scene);
            this._leftjoystick = new BABYLON.VirtualJoystick(true);
            this._leftjoystick.setAxisForUpDown(2 /* Z */);
            this._leftjoystick.setAxisForLeftRight(0 /* X */);
            this._leftjoystick.setJoystickSensibility(0.15);
            this._rightjoystick = new BABYLON.VirtualJoystick(false);
            this._rightjoystick.setAxisForUpDown(0 /* X */);
            this._rightjoystick.setAxisForLeftRight(1 /* Y */);
            this._rightjoystick.reverseUpDown = true;
            this._rightjoystick.setJoystickSensibility(0.05);
            this._rightjoystick.setJoystickColor("yellow");
        }
        VirtualJoysticksCamera.prototype._checkInputs = function () {
            var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
            var deltaTransform = BABYLON.Vector3.TransformCoordinates(this._leftjoystick.deltaPosition, cameraTransform);
            this.cameraDirection = this.cameraDirection.add(deltaTransform);
            this.cameraRotation = this.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
            if (!this._leftjoystick.pressed) {
                this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
            }
            if (!this._rightjoystick.pressed) {
                this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
            }
        };
        VirtualJoysticksCamera.prototype.dispose = function () {
            this._leftjoystick.releaseCanvas();
            _super.prototype.dispose.call(this);
        };
        return VirtualJoysticksCamera;
    })(BABYLON.FreeCamera);
    BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
var BABYLON;
(function (BABYLON) {
    var ShaderMaterial = (function (_super) {
        __extends(ShaderMaterial, _super);
        function ShaderMaterial(name, scene, shaderPath, options) {
            _super.call(this, name, scene);
            this._textures = new Array();
            this._floats = new Array();
            this._floatsArrays = {};
            this._colors3 = new Array();
            this._colors4 = new Array();
            this._vectors2 = new Array();
            this._vectors3 = new Array();
            this._matrices = new Array();
            this._cachedWorldViewMatrix = new BABYLON.Matrix();
            this._shaderPath = shaderPath;
            options.needAlphaBlending = options.needAlphaBlending || false;
            options.needAlphaTesting = options.needAlphaTesting || false;
            options.attributes = options.attributes || ["position", "normal", "uv"];
            options.uniforms = options.uniforms || ["worldViewProjection"];
            options.samplers = options.samplers || [];
            this._options = options;
        }
        ShaderMaterial.prototype.needAlphaBlending = function () {
            return this._options.needAlphaBlending;
        };
        ShaderMaterial.prototype.needAlphaTesting = function () {
            return this._options.needAlphaTesting;
        };
        ShaderMaterial.prototype._checkUniform = function (uniformName) {
            if (this._options.uniforms.indexOf(uniformName) === -1) {
                this._options.uniforms.push(uniformName);
            }
        };
        ShaderMaterial.prototype.setTexture = function (name, texture) {
            if (this._options.samplers.indexOf(name) === -1) {
                this._options.samplers.push(name);
            }
            this._textures[name] = texture;
            return this;
        };
        ShaderMaterial.prototype.setFloat = function (name, value) {
            this._checkUniform(name);
            this._floats[name] = value;
            return this;
        };
        ShaderMaterial.prototype.setFloats = function (name, value) {
            this._checkUniform(name);
            this._floatsArrays[name] = value;
            return this;
        };
        ShaderMaterial.prototype.setColor3 = function (name, value) {
            this._checkUniform(name);
            this._colors3[name] = value;
            return this;
        };
        ShaderMaterial.prototype.setColor4 = function (name, value) {
            this._checkUniform(name);
            this._colors4[name] = value;
            return this;
        };
        ShaderMaterial.prototype.setVector2 = function (name, value) {
            this._checkUniform(name);
            this._vectors2[name] = value;
            return this;
        };
        ShaderMaterial.prototype.setVector3 = function (name, value) {
            this._checkUniform(name);
            this._vectors3[name] = value;
            return this;
        };
        ShaderMaterial.prototype.setMatrix = function (name, value) {
            this._checkUniform(name);
            this._matrices[name] = value;
            return this;
        };
        ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
            var scene = this.getScene();
            var engine = scene.getEngine();
            if (!this.checkReadyOnEveryCall) {
                if (this._renderId === scene.getRenderId()) {
                    return true;
                }
            }
            // Instances
            var defines = [];
            var fallbacks = new BABYLON.EffectFallbacks();
            if (useInstances) {
                defines.push("#define INSTANCES");
            }
            // Bones
            if (mesh && mesh.useBones) {
                defines.push("#define BONES");
                defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
                defines.push("#define BONES4");
                fallbacks.addFallback(0, "BONES4");
            }
            // Clip plane and alpha test
            if (scene.clipPlane) {
                defines.push("#define CLIPPLANE");
            }
            if (engine.getAlphaTesting()) {
                defines.push("#define ALPHATEST");
            }
            var previousEffect = this._effect;
            var join = defines.join("\n");
            this._effect = engine.createEffect(this._shaderPath, this._options.attributes, this._options.uniforms, this._options.samplers, join, fallbacks, this.onCompiled, this.onError);
            if (!this._effect.isReady()) {
                return false;
            }
            if (previousEffect !== this._effect) {
                scene.resetCachedMaterial();
            }
            this._renderId = scene.getRenderId();
            return true;
        };
        ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
            var scene = this.getScene();
            if (this._options.uniforms.indexOf("world") !== -1) {
                this._effect.setMatrix("world", world);
            }
            if (this._options.uniforms.indexOf("worldView") !== -1) {
                world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
                this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
            }
            if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
                this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
            }
        };
        ShaderMaterial.prototype.bind = function (world, mesh) {
            // Std values
            this.bindOnlyWorldMatrix(world);
            if (this.getScene().getCachedMaterial() !== this) {
                if (this._options.uniforms.indexOf("view") !== -1) {
                    this._effect.setMatrix("view", this.getScene().getViewMatrix());
                }
                if (this._options.uniforms.indexOf("projection") !== -1) {
                    this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
                }
                if (this._options.uniforms.indexOf("viewProjection") !== -1) {
                    this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
                }
                // Bones
                if (mesh.useBones) {
                    this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
                }
                for (var name in this._textures) {
                    this._effect.setTexture(name, this._textures[name]);
                }
                for (name in this._floats) {
                    this._effect.setFloat(name, this._floats[name]);
                }
                for (name in this._floatsArrays) {
                    this._effect.setArray(name, this._floatsArrays[name]);
                }
                for (name in this._colors3) {
                    this._effect.setColor3(name, this._colors3[name]);
                }
                for (name in this._colors4) {
                    var color = this._colors4[name];
                    this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
                }
                for (name in this._vectors2) {
                    this._effect.setVector2(name, this._vectors2[name]);
                }
                for (name in this._vectors3) {
                    this._effect.setVector3(name, this._vectors3[name]);
                }
                for (name in this._matrices) {
                    this._effect.setMatrix(name, this._matrices[name]);
                }
            }
            _super.prototype.bind.call(this, world, null);
        };
        ShaderMaterial.prototype.dispose = function (forceDisposeEffect) {
            for (var name in this._textures) {
                this._textures[name].dispose();
            }
            this._textures = [];
            _super.prototype.dispose.call(this, forceDisposeEffect);
        };
        return ShaderMaterial;
    })(BABYLON.Material);
    BABYLON.ShaderMaterial = ShaderMaterial;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.shaderMaterial.js.mapvar BABYLON;
(function (BABYLON) {
    var VertexData = (function () {
        function VertexData() {
        }
        VertexData.prototype.set = function (data, kind) {
            switch (kind) {
                case BABYLON.VertexBuffer.PositionKind:
                    this.positions = data;
                    break;
                case BABYLON.VertexBuffer.NormalKind:
                    this.normals = data;
                    break;
                case BABYLON.VertexBuffer.UVKind:
                    this.uvs = data;
                    break;
                case BABYLON.VertexBuffer.UV2Kind:
                    this.uv2s = data;
                    break;
                case BABYLON.VertexBuffer.ColorKind:
                    this.colors = data;
                    break;
                case BABYLON.VertexBuffer.MatricesIndicesKind:
                    this.matricesIndices = data;
                    break;
                case BABYLON.VertexBuffer.MatricesWeightsKind:
                    this.matricesWeights = data;
                    break;
            }
        };
        VertexData.prototype.applyToMesh = function (mesh, updatable) {
            this._applyTo(mesh, updatable);
        };
        VertexData.prototype.applyToGeometry = function (geometry, updatable) {
            this._applyTo(geometry, updatable);
        };
        VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
            this._update(mesh);
        };
        VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
            this._update(geometry);
        };
        VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
            if (this.positions) {
                meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
            }
            if (this.normals) {
                meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
            }
            if (this.uvs) {
                meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
            }
            if (this.uv2s) {
                meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updatable);
            }
            if (this.colors) {
                meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
            }
            if (this.matricesIndices) {
                meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
            }
            if (this.matricesWeights) {
                meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
            }
            if (this.indices) {
                meshOrGeometry.setIndices(this.indices);
            }
        };
        VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
            if (this.positions) {
                meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
            }
            if (this.normals) {
                meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
            }
            if (this.uvs) {
                meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
            }
            if (this.uv2s) {
                meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updateExtends, makeItUnique);
            }
            if (this.colors) {
                meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
            }
            if (this.matricesIndices) {
                meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
            }
            if (this.matricesWeights) {
                meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
            }
            if (this.indices) {
                meshOrGeometry.setIndices(this.indices);
            }
        };
        VertexData.prototype.transform = function (matrix) {
            var transformed = BABYLON.Vector3.Zero();
            if (this.positions) {
                var position = BABYLON.Vector3.Zero();
                for (var index = 0; index < this.positions.length; index += 3) {
                    BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
                    BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
                    this.positions[index] = transformed.x;
                    this.positions[index + 1] = transformed.y;
                    this.positions[index + 2] = transformed.z;
                }
            }
            if (this.normals) {
                var normal = BABYLON.Vector3.Zero();
                for (index = 0; index < this.normals.length; index += 3) {
                    BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
                    BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
                    this.normals[index] = transformed.x;
                    this.normals[index + 1] = transformed.y;
                    this.normals[index + 2] = transformed.z;
                }
            }
        };
        VertexData.prototype.merge = function (other) {
            if (other.indices) {
                if (!this.indices) {
                    this.indices = [];
                }
                var offset = this.positions ? this.positions.length / 3 : 0;
                for (var index = 0; index < other.indices.length; index++) {
                    this.indices.push(other.indices[index] + offset);
                }
            }
            if (other.positions) {
                if (!this.positions) {
                    this.positions = [];
                }
                for (index = 0; index < other.positions.length; index++) {
                    this.positions.push(other.positions[index]);
                }
            }
            if (other.normals) {
                if (!this.normals) {
                    this.normals = [];
                }
                for (index = 0; index < other.normals.length; index++) {
                    this.normals.push(other.normals[index]);
                }
            }
            if (other.uvs) {
                if (!this.uvs) {
                    this.uvs = [];
                }
                for (index = 0; index < other.uvs.length; index++) {
                    this.uvs.push(other.uvs[index]);
                }
            }
            if (other.uv2s) {
                if (!this.uv2s) {
                    this.uv2s = [];
                }
                for (index = 0; index < other.uv2s.length; index++) {
                    this.uv2s.push(other.uv2s[index]);
                }
            }
            if (other.matricesIndices) {
                if (!this.matricesIndices) {
                    this.matricesIndices = [];
                }
                for (index = 0; index < other.matricesIndices.length; index++) {
                    this.matricesIndices.push(other.matricesIndices[index]);
                }
            }
            if (other.matricesWeights) {
                if (!this.matricesWeights) {
                    this.matricesWeights = [];
                }
                for (index = 0; index < other.matricesWeights.length; index++) {
                    this.matricesWeights.push(other.matricesWeights[index]);
                }
            }
            if (other.colors) {
                if (!this.colors) {
                    this.colors = [];
                }
                for (index = 0; index < other.colors.length; index++) {
                    this.colors.push(other.colors[index]);
                }
            }
        };
        // Statics
        VertexData.ExtractFromMesh = function (mesh) {
            return VertexData._ExtractFrom(mesh);
        };
        VertexData.ExtractFromGeometry = function (geometry) {
            return VertexData._ExtractFrom(geometry);
        };
        VertexData._ExtractFrom = function (meshOrGeometry) {
            var result = new VertexData();
            if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
                result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind);
            }
            if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
                result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind);
            }
            if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
                result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind);
            }
            if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
                result.uv2s = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
            }
            if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
                result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind);
            }
            if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
                result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
            }
            if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
                result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
            }
            result.indices = meshOrGeometry.getIndices();
            return result;
        };
        VertexData.CreateRibbon = function (pathArray, closeArray, closePath, offset, sideOrientation) {
            if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
            closeArray = closeArray || false;
            closePath = closePath || false;
            var defaultOffset = Math.floor(pathArray[0].length / 2);
            offset = offset || defaultOffset;
            offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
            var positions = [];
            var indices = [];
            var normals = [];
            var uvs = [];
            var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
            var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
            var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
            var vTotalDistance = []; //  vTotalDistance[i] : total distance between points i of first and last path from pathArray
            var minlg; // minimal length among all paths from pathArray
            var lg = []; // array of path lengths : nb of vertex per path
            var idx = []; // array of path indexes : index of each path (first vertex) in positions array
            var p; // path iterator
            var i; // point iterator
            var j; // point iterator
            // if single path in pathArray
            if (pathArray.length < 2) {
                var ar1 = [];
                var ar2 = [];
                for (i = 0; i < pathArray[0].length - offset; i++) {
                    ar1.push(pathArray[0][i]);
                    ar2.push(pathArray[0][i + offset]);
                }
                pathArray = [ar1, ar2];
            }
            // positions and horizontal distances (u)
            var idc = 0;
            minlg = pathArray[0].length;
            for (p = 0; p < pathArray.length; p++) {
                uTotalDistance[p] = 0;
                us[p] = [0];
                var path = pathArray[p];
                var l = path.length;
                minlg = (minlg < l) ? minlg : l;
                lg[p] = l;
                idx[p] = idc;
                j = 0;
                while (j < l) {
                    positions.push(path[j].x, path[j].y, path[j].z);
                    if (j > 0) {
                        var vectlg = path[j].subtract(path[j - 1]).length();
                        var dist = vectlg + uTotalDistance[p];
                        us[p].push(dist);
                        uTotalDistance[p] = dist;
                    }
                    j++;
                }
                if (closePath) {
                    vectlg = path[0].subtract(path[j - 1]).length();
                    dist = vectlg + uTotalDistance[p];
                    uTotalDistance[p] = dist;
                }
                idc += l;
            }
            for (i = 0; i < minlg; i++) {
                vTotalDistance[i] = 0;
                vs[i] = [0];
                var path1;
                var path2;
                for (p = 0; p < pathArray.length - 1; p++) {
                    path1 = pathArray[p];
                    path2 = pathArray[p + 1];
                    vectlg = path2[i].subtract(path1[i]).length();
                    dist = vectlg + vTotalDistance[i];
                    vs[i].push(dist);
                    vTotalDistance[i] = dist;
                }
                if (closeArray) {
                    path1 = pathArray[p];
                    path2 = pathArray[0];
                    vectlg = path2[i].subtract(path1[i]).length();
                    dist = vectlg + vTotalDistance[i];
                    vTotalDistance[i] = dist;
                }
            }
            // uvs
            var u;
            var v;
            for (p = 0; p < pathArray.length; p++) {
                for (i = 0; i < minlg; i++) {
                    u = us[p][i] / uTotalDistance[p];
                    v = vs[i][p] / vTotalDistance[i];
                    uvs.push(u, v);
                }
            }
            // indices
            p = 0; // path index
            var pi = 0; // positions array index
            var l1 = lg[p] - 1; // path1 length
            var l2 = lg[p + 1] - 1; // path2 length
            var min = (l1 < l2) ? l1 : l2; // current path stop index
            var shft = idx[1] - idx[0]; // shift 
            var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate	
            var t1; // two consecutive triangles, so 4 points : point1
            var t2; // point2
            var t3; // point3
            var t4; // point4
            while (pi <= min && p < path1nb) {
                // draw two triangles between path1 (p1) and path2 (p2) : (p1.pi, p2.pi, p1.pi+1) and (p2.pi+1, p1.pi+1, p2.pi) clockwise
                t1 = pi;
                t2 = pi + shft;
                t3 = pi + 1;
                t4 = pi + shft + 1;
                indices.push(pi, pi + shft, pi + 1);
                indices.push(pi + shft + 1, pi + 1, pi + shft);
                pi += 1;
                if (pi === min) {
                    if (closePath) {
                        indices.push(pi, pi + shft, idx[p]);
                        indices.push(idx[p] + shft, idx[p], pi + shft);
                        t3 = idx[p];
                        t4 = idx[p] + shft;
                    }
                    p++;
                    if (p === lg.length - 1) {
                        shft = idx[0] - idx[p];
                        l1 = lg[p] - 1;
                        l2 = lg[0] - 1;
                    }
                    else {
                        shft = idx[p + 1] - idx[p];
                        l1 = lg[p] - 1;
                        l2 = lg[p + 1] - 1;
                    }
                    pi = idx[p];
                    min = (l1 < l2) ? l1 + pi : l2 + pi;
                }
            }
            // normals
            VertexData.ComputeNormals(positions, indices, normals);
            // sides
            VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
            // Result
            var vertexData = new VertexData();
            vertexData.indices = indices;
            vertexData.positions = positions;
            vertexData.normals = normals;
            vertexData.uvs = uvs;
            return vertexData;
        };
        VertexData.CreateBox = function (size, sideOrientation) {
            if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
            var normalsSource = [
                new BABYLON.Vector3(0, 0, 1),
                new BABYLON.Vector3(0, 0, -1),
                new BABYLON.Vector3(1, 0, 0),
                new BABYLON.Vector3(-1, 0, 0),
                new BABYLON.Vector3(0, 1, 0),
                new BABYLON.Vector3(0, -1, 0)
            ];
            var indices = [];
            var positions = [];
            var normals = [];
            var uvs = [];
            size = size || 1;
            for (var index = 0; index < normalsSource.length; index++) {
                var normal = normalsSource[index];
                // Get two vectors perpendicular to the face normal and to each other.
                var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
                var side2 = BABYLON.Vector3.Cross(normal, side1);
                // Six indices (two triangles) per face.
                var verticesLength = positions.length / 3;
                indices.push(verticesLength);
                indices.push(verticesLength + 1);
                indices.push(verticesLength + 2);
                indices.push(verticesLength);
                indices.push(verticesLength + 2);
                indices.push(verticesLength + 3);
                // Four vertices per face.
                var vertex = normal.subtract(side1).subtract(side2).scale(size / 2);
                positions.push(vertex.x, vertex.y, vertex.z);
                normals.push(normal.x, normal.y, normal.z);
                uvs.push(1.0, 1.0);
                vertex = normal.subtract(side1).add(side2).scale(size / 2);
                positions.push(vertex.x, vertex.y, vertex.z);
                normals.push(normal.x, normal.y, normal.z);
                uvs.push(0.0, 1.0);
                vertex = normal.add(side1).add(side2).scale(size / 2);
                positions.push(vertex.x, vertex.y, vertex.z);
                normals.push(normal.x, normal.y, normal.z);
                uvs.push(0.0, 0.0);
                vertex = normal.add(side1).subtract(side2).scale(size / 2);
                positions.push(vertex.x, vertex.y, vertex.z);
                normals.push(normal.x, normal.y, normal.z);
                uvs.push(1.0, 0.0);
            }
            // sides
            VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
            // Result
            var vertexData = new VertexData();
            vertexData.indices = indices;
            vertexData.positions = positions;
            vertexData.normals = normals;
            vertexData.uvs = uvs;
            return vertexData;
        };
        VertexData.CreateSphere = function (segments, diameter, sideOrientation) {
            if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
            segments = segments || 32;
            diameter = diameter || 1;
            var radius = diameter / 2;
            var totalZRotationSteps = 2 + segments;
            var totalYRotationSteps = 2 * totalZRotationSteps;
            var indices = [];
            var positions = [];
            var normals = [];
            var uvs = [];
            for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
                var normalizedZ = zRotationStep / totalZRotationSteps;
                var angleZ = (normalizedZ * Math.PI);
                for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
                    var normalizedY = yRotationStep / totalYRotationSteps;
                    var angleY = normalizedY * Math.PI * 2;
                    var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
                    var rotationY = BABYLON.Matrix.RotationY(angleY);
                    var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
                    var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
                    var vertex = complete.scale(radius);
                    var normal = BABYLON.Vector3.Normalize(vertex);
                    positions.push(vertex.x, vertex.y, vertex.z);
                    normals.push(normal.x, normal.y, normal.z);
                    uvs.push(normalizedZ, normalizedY);
                }
                if (zRotationStep > 0) {
                    var verticesCount = positions.length / 3;
                    for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
                        indices.push((firstIndex));
                        indices.push((firstIndex + 1));
                        indices.push(firstIndex + totalYRotationSteps + 1);
                        indices.push((firstIndex + totalYRotationSteps + 1));
                        indices.push((firstIndex + 1));
                        indices.push((firstIndex + totalYRotationSteps + 2));
                    }
                }
            }
            // Sides
            VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
            // Result
            var vertexData = new VertexData();
            vertexData.indices = indices;
            vertexData.positions = positions;
            vertexData.normals = normals;
            vertexData.uvs = uvs;
            return vertexData;
        };
        VertexData.CreateCylinder = function (height, diameterTop, diameterBottom, tessellation, subdivisions, sideOrientation) {
            if (subdivisions === void 0) { subdivisions = 1; }
            if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
            var radiusTop = diameterTop / 2;
            var radiusBottom = diameterBottom / 2;
            var indices = [];
            var positions = [];
            var normals = [];
            var uvs = [];
            height = height || 1;
            diameterTop = diameterTop || 0.5;
            diameterBottom = diameterBottom || 1;
            tessellation = tessellation || 16;
            subdivisions = subdivisions || 1;
            subdivisions = (subdivisions < 1) ? 1 : subdivisions;
            var getCircleVector = function (i) {
                var angle = (i * 2.0 * Math.PI / tessellation);
                var dx = Math.cos(angle);
                var dz = Math.sin(angle);
                return new BABYLON.Vector3(dx, 0, dz);
            };
            var createCylinderCap = function (isTop) {
                var radius = isTop ? radiusTop : radiusBottom;
                if (radius === 0) {
                    return;
                }
                var vbase = positions.length / 3;
                var offset = new BABYLON.Vector3(0, height / 2, 0);
                var textureScale = new BABYLON.Vector2(0.5, 0.5);
                if (!isTop) {
                    offset.scaleInPlace(-1);
                    textureScale.x = -textureScale.x;
                }
                for (var i = 0; i < tessellation; i++) {
                    var circleVector = getCircleVector(i);
                    var position = circleVector.scale(radius).add(offset);
                    var textureCoordinate = new BABYLON.Vector2(circleVector.x * textureScale.x + 0.5, circleVector.z * textureScale.y + 0.5);
                    positions.push(position.x, position.y, position.z);
                    uvs.push(textureCoordinate.x, textureCoordinate.y);
                }
                for (i = 0; i < tessellation - 2; i++) {
                    if (!isTop) {
                        indices.push(vbase);
                        indices.push(vbase + (i + 2) % tessellation);
                        indices.push(vbase + (i + 1) % tessellation);
                    }
                    else {
                        indices.push(vbase);
                        indices.push(vbase + (i + 1) % tessellation);
                        indices.push(vbase + (i + 2) % tessellation);
                    }
                }
            };
            var base = new BABYLON.Vector3(0, -1, 0).scale(height / 2);
            var offset = new BABYLON.Vector3(0, 1, 0).scale(height / subdivisions);
            var stride = tessellation + 1;
            for (var i = 0; i <= tessellation; i++) {
                var circleVector = getCircleVector(i);
                var textureCoordinate = new BABYLON.Vector2(i / tessellation, 0);
                var position, radius = radiusBottom;
                for (var s = 0; s <= subdivisions; s++) {
                    // Update variables
                    position = circleVector.scale(radius);
                    position.addInPlace(base.add(offset.scale(s)));
                    textureCoordinate.y += 1 / subdivisions;
                    radius += (radiusTop - radiusBottom) / subdivisions;
                    // Push in arrays
                    positions.push(position.x, position.y, position.z);
                    uvs.push(textureCoordinate.x, textureCoordinate.y);
                }
            }
            subdivisions += 1;
            for (s = 0; s < subdivisions - 1; s++) {
                for (i = 0; i <= tessellation; i++) {
                    indices.push(i * subdivisions + s);
                    indices.push((i * subdivisions + (s + subdivisions)) % (stride * subdivisions));
                    indices.push(i * subdivisions + (s + 1));
                    indices.push(i * subdivisions + (s + 1));
                    indices.push((i * subdivisions + (s + subdivisions)) % (stride * subdivisions));
                    indices.push((i * subdivisions + (s + subdivisions + 1)) % (stride * subdivisions));
                }
            }
            // Create flat triangle fan caps to seal the top and bottom.
            createCylinderCap(true);
            createCylinderCap(false);
            // Normals
            VertexData.ComputeNormals(positions, indices, normals);
            // Sides
            VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
            // Result
            var vertexData = new VertexData();
            vertexData.indices = indices;
            vertexData.positions = positions;
            vertexData.normals = normals;
            vertexData.uvs = uvs;
            return vertexData;
        };
        VertexData.CreateTorus = function (diameter, thickness, tessellation, sideOrientation) {
            if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
            var indices = [];
            var positions = [];
            var normals = [];
            var uvs = [];
            diameter = diameter || 1;
            thickness = thickness || 0.5;
            tessellation = tessellation || 16;
            var stride = tessellation + 1;
            for (var i = 0; i <= tessellation; i++) {
                var u = i / tessellation;
                var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
                var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
                for (var j = 0; j <= tessellation; j++) {
                    var v = 1 - j / tessellation;
                    var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
                    var dx = Math.cos(innerAngle);
                    var dy = Math.sin(innerAngle);
                    // Create a vertex.
                    var normal = new BABYLON.Vector3(dx, dy, 0);
                    var position = normal.scale(thickness / 2);
                    var textureCoordinate = new BABYLON.Vector2(u, v);
                    position = BABYLON.Vector3.TransformCoordinates(position, transform);
                    normal = BABYLON.Vector3.TransformNormal(normal, transform);
                    positions.push(position.x, position.y, position.z);
                    normals.push(normal.x, normal.y, normal.z);
                    uvs.push(textureCoordinate.x, textureCoordinate.y);
                    // And create indices for two triangles.
                    var nextI = (i + 1) % stride;
                    var nextJ = (j + 1) % stride;
                    indices.push(i * stride + j);
                    indices.push(i * stride + nextJ);
                    indices.push(nextI * stride + j);
                    indices.push(i * stride + nextJ);
                    indices.push(nextI * stride + nextJ);
                    indices.push(nextI * stride + j);
                }
            }
            // Sides
            VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
            // Result
            var vertexData = new VertexData();
            vertexData.indices = indices;
            vertexData.positions = positions;
            vertexData.normals = normals;
            vertexData.uvs = uvs;
            return vertexData;
        };
        VertexData.CreateLines = function (points) {
            var indices = [];
            var positions = [];
            for (var index = 0; index < points.length; index++) {
                positions.push(points[index].x, points[index].y, points[index].z);
                if (index > 0) {
                    indices.push(index - 1);
                    indices.push(index);
                }
            }
            // Result
            var vertexData = new VertexData();
            vertexData.indices = indices;
            vertexData.positions = positions;
            return vertexData;
        };
        VertexData.CreateGround = function (width, height, subdivisions) {
            var indices = [];
            var positions = [];
            var normals = [];
            var uvs = [];
            var row, col;
            width = width || 1;
            height = height || 1;
            subdivisions = subdivisions || 1;
            for (row = 0; row <= subdivisions; row++) {
                for (col = 0; col <= subdivisions; col++) {
                    var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
                    var normal = new BABYLON.Vector3(0, 1.0, 0);
                    positions.push(position.x, position.y, position.z);
                    normals.push(normal.x, normal.y, normal.z);
                    uvs.push(col / subdivisions, 1.0 - row / subdivisions);
                }
            }
            for (row = 0; row < subdivisions; row++) {
                for (col = 0; col < subdivisions; col++) {
                    indices.push(col + 1 + (row + 1) * (subdivisions + 1));
                    indices.push(col + 1 + row * (subdivisions + 1));
                    indices.push(col + row * (subdivisions + 1));
                    indices.push(col + (row + 1) * (subdivisions + 1));
                    indices.push(col + 1 + (row + 1) * (subdivisions + 1));
                    indices.push(col + row * (subdivisions + 1));
                }
            }
            // Result
            var vertexData = new VertexData();
            vertexData.indices = indices;
            vertexData.positions = positions;
            vertexData.normals = normals;
            vertexData.uvs = uvs;
            return vertexData;
        };
        VertexData.CreateTiledGround = function (xmin, zmin, xmax, zmax, subdivisions, precision) {
            if (subdivisions === void 0) { subdivisions = { w: 1, h: 1 }; }
            if (precision === void 0) { precision = { w: 1, h: 1 }; }
            var indices = [];
            var positions = [];
            var normals = [];
            var uvs = [];
            var row, col, tileRow, tileCol;
            subdivisions.h = (subdivisions.w < 1) ? 1 : subdivisions.h;
            subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
            precision.w = (precision.w < 1) ? 1 : precision.w;
            precision.h = (precision.h < 1) ? 1 : precision.h;
            var tileSize = {
                'w': (xmax - xmin) / subdivisions.w,
                'h': (zmax - zmin) / subdivisions.h
            };
            function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
                // Indices
                var base = positions.length / 3;
                var rowLength = precision.w + 1;
                for (row = 0; row < precision.h; row++) {
                    for (col = 0; col < precision.w; col++) {
                        var square = [
                            base + col + row * rowLength,
                            base + (col + 1) + row * rowLength,
                            base + (col + 1) + (row + 1) * rowLength,
                            base + col + (row + 1) * rowLength
                        ];
                        indices.push(square[1]);
                        indices.push(square[2]);
                        indices.push(square[3]);
                        indices.push(square[0]);
                        indices.push(square[1]);
                        indices.push(square[3]);
                    }
                }
                // Position, normals and uvs
                var position = BABYLON.Vector3.Zero();
                var normal = new BABYLON.Vector3(0, 1.0, 0);
                for (row = 0; row <= precision.h; row++) {
                    position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
                    for (col = 0; col <= precision.w; col++) {
                        position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
                        position.y = 0;
                        positions.push(position.x, position.y, position.z);
                        normals.push(normal.x, normal.y, normal.z);
                        uvs.push(col / precision.w, row / precision.h);
                    }
                }
            }
            for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
                for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
                    applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
                }
            }
            // Result
            var vertexData = new VertexData();
            vertexData.indices = indices;
            vertexData.positions = positions;
            vertexData.normals = normals;
            vertexData.uvs = uvs;
            return vertexData;
        };
        VertexData.CreateGroundFromHeightMap = function (width, height, subdivisions, minHeight, maxHeight, buffer, bufferWidth, bufferHeight) {
            var indices = [];
            var positions = [];
            var normals = [];
            var uvs = [];
            var row, col;
            for (row = 0; row <= subdivisions; row++) {
                for (col = 0; col <= subdivisions; col++) {
                    var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
                    // Compute height
                    var heightMapX = (((position.x + width / 2) / width) * (bufferWidth - 1)) | 0;
                    var heightMapY = ((1.0 - (position.z + height / 2) / height) * (bufferHeight - 1)) | 0;
                    var pos = (heightMapX + heightMapY * bufferWidth) * 4;
                    var r = buffer[pos] / 255.0;
                    var g = buffer[pos + 1] / 255.0;
                    var b = buffer[pos + 2] / 255.0;
                    var gradient = r * 0.3 + g * 0.59 + b * 0.11;
                    position.y = minHeight + (maxHeight - minHeight) * gradient;
                    // Add  vertex
                    positions.push(position.x, position.y, position.z);
                    normals.push(0, 0, 0);
                    uvs.push(col / subdivisions, 1.0 - row / subdivisions);
                }
            }
            for (row = 0; row < subdivisions; row++) {
                for (col = 0; col < subdivisions; col++) {
                    indices.push(col + 1 + (row + 1) * (subdivisions + 1));
                    indices.push(col + 1 + row * (subdivisions + 1));
                    indices.push(col + row * (subdivisions + 1));
                    indices.push(col + (row + 1) * (subdivisions + 1));
                    indices.push(col + 1 + (row + 1) * (subdivisions + 1));
                    indices.push(col + row * (subdivisions + 1));
                }
            }
            // Normals
            VertexData.ComputeNormals(positions, indices, normals);
            // Result
            var vertexData = new VertexData();
            vertexData.indices = indices;
            vertexData.positions = positions;
            vertexData.normals = normals;
            vertexData.uvs = uvs;
            return vertexData;
        };
        VertexData.CreatePlane = function (size, sideOrientation) {
            if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
            var indices = [];
            var positions = [];
            var normals = [];
            var uvs = [];
            size = size || 1;
            // Vertices
            var halfSize = size / 2.0;
            positions.push(-halfSize, -halfSize, 0);
            normals.push(0, 0, -1.0);
            uvs.push(0.0, 0.0);
            positions.push(halfSize, -halfSize, 0);
            normals.push(0, 0, -1.0);
            uvs.push(1.0, 0.0);
            positions.push(halfSize, halfSize, 0);
            normals.push(0, 0, -1.0);
            uvs.push(1.0, 1.0);
            positions.push(-halfSize, halfSize, 0);
            normals.push(0, 0, -1.0);
            uvs.push(0.0, 1.0);
            // Indices
            indices.push(0);
            indices.push(1);
            indices.push(2);
            indices.push(0);
            indices.push(2);
            indices.push(3);
            // Sides
            VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
            // Result
            var vertexData = new VertexData();
            vertexData.indices = indices;
            vertexData.positions = positions;
            vertexData.normals = normals;
            vertexData.uvs = uvs;
            return vertexData;
        };
        // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
        VertexData.CreateTorusKnot = function (radius, tube, radialSegments, tubularSegments, p, q, sideOrientation) {
            if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
            var indices = [];
            var positions = [];
            var normals = [];
            var uvs = [];
            radius = radius || 2;
            tube = tube || 0.5;
            radialSegments = radialSegments || 32;
            tubularSegments = tubularSegments || 32;
            p = p || 2;
            q = q || 3;
            // Helper
            var getPos = function (angle) {
                var cu = Math.cos(angle);
                var su = Math.sin(angle);
                var quOverP = q / p * angle;
                var cs = Math.cos(quOverP);
                var tx = radius * (2 + cs) * 0.5 * cu;
                var ty = radius * (2 + cs) * su * 0.5;
                var tz = radius * Math.sin(quOverP) * 0.5;
                return new BABYLON.Vector3(tx, ty, tz);
            };
            for (var i = 0; i <= radialSegments; i++) {
                var modI = i % radialSegments;
                var u = modI / radialSegments * 2 * p * Math.PI;
                var p1 = getPos(u);
                var p2 = getPos(u + 0.01);
                var tang = p2.subtract(p1);
                var n = p2.add(p1);
                var bitan = BABYLON.Vector3.Cross(tang, n);
                n = BABYLON.Vector3.Cross(bitan, tang);
                bitan.normalize();
                n.normalize();
                for (var j = 0; j < tubularSegments; j++) {
                    var modJ = j % tubularSegments;
                    var v = modJ / tubularSegments * 2 * Math.PI;
                    var cx = -tube * Math.cos(v);
                    var cy = tube * Math.sin(v);
                    positions.push(p1.x + cx * n.x + cy * bitan.x);
                    positions.push(p1.y + cx * n.y + cy * bitan.y);
                    positions.push(p1.z + cx * n.z + cy * bitan.z);
                    uvs.push(i / radialSegments);
                    uvs.push(j / tubularSegments);
                }
            }
            for (i = 0; i < radialSegments; i++) {
                for (j = 0; j < tubularSegments; j++) {
                    var jNext = (j + 1) % tubularSegments;
                    var a = i * tubularSegments + j;
                    var b = (i + 1) * tubularSegments + j;
                    var c = (i + 1) * tubularSegments + jNext;
                    var d = i * tubularSegments + jNext;
                    indices.push(d);
                    indices.push(b);
                    indices.push(a);
                    indices.push(d);
                    indices.push(c);
                    indices.push(b);
                }
            }
            // Normals
            VertexData.ComputeNormals(positions, indices, normals);
            // Sides
            VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
            // Result
            var vertexData = new VertexData();
            vertexData.indices = indices;
            vertexData.positions = positions;
            vertexData.normals = normals;
            vertexData.uvs = uvs;
            return vertexData;
        };
        // Tools
        VertexData.ComputeNormals = function (positions, indices, normals) {
            var positionVectors = [];
            var facesOfVertices = [];
            var index;
            for (index = 0; index < positions.length; index += 3) {
                var vector3 = new BABYLON.Vector3(positions[index], positions[index + 1], positions[index + 2]);
                positionVectors.push(vector3);
                facesOfVertices.push([]);
            }
            // Compute normals
            var facesNormals = [];
            for (index = 0; index < indices.length / 3; index++) {
                var i1 = indices[index * 3];
                var i2 = indices[index * 3 + 1];
                var i3 = indices[index * 3 + 2];
                var p1 = positionVectors[i1];
                var p2 = positionVectors[i2];
                var p3 = positionVectors[i3];
                var p1p2 = p1.subtract(p2);
                var p3p2 = p3.subtract(p2);
                facesNormals[index] = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
                facesOfVertices[i1].push(index);
                facesOfVertices[i2].push(index);
                facesOfVertices[i3].push(index);
            }
            for (index = 0; index < positionVectors.length; index++) {
                var faces = facesOfVertices[index];
                var normal = BABYLON.Vector3.Zero();
                for (var faceIndex = 0; faceIndex < faces.length; faceIndex++) {
                    normal.addInPlace(facesNormals[faces[faceIndex]]);
                }
                normal = BABYLON.Vector3.Normalize(normal.scale(1.0 / faces.length));
                normals[index * 3] = normal.x;
                normals[index * 3 + 1] = normal.y;
                normals[index * 3 + 2] = normal.z;
            }
        };
        VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs) {
            var li = indices.length;
            var ln = normals.length;
            var i;
            var n;
            sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
            switch (sideOrientation) {
                case BABYLON.Mesh.FRONTSIDE:
                    break;
                case BABYLON.Mesh.BACKSIDE:
                    var tmp;
                    for (i = 0; i < li; i += 3) {
                        tmp = indices[i];
                        indices[i] = indices[i + 2];
                        indices[i + 2] = tmp;
                    }
                    for (n = 0; n < ln; n++) {
                        normals[n] = -normals[n];
                    }
                    break;
                case BABYLON.Mesh.DOUBLESIDE:
                    // positions 
                    var lp = positions.length;
                    var l = lp / 3;
                    for (var p = 0; p < lp; p++) {
                        positions[lp + p] = positions[p];
                    }
                    for (i = 0; i < li; i += 3) {
                        indices[i + li] = indices[i + 2] + l;
                        indices[i + 1 + li] = indices[i + 1] + l;
                        indices[i + 2 + li] = indices[i] + l;
                    }
                    for (n = 0; n < ln; n++) {
                        normals[ln + n] = -normals[n];
                    }
                    // uvs
                    var lu = uvs.length;
                    for (var u = 0; u < lu; u++) {
                        uvs[u + lu] = uvs[u];
                    }
                    break;
            }
        };
        return VertexData;
    })();
    BABYLON.VertexData = VertexData;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.mesh.vertexData.js.map
var BABYLON;
(function (BABYLON) {
    var buildCamera = function (that, name) {
        that._leftCamera.isIntermediate = true;
        that.subCameras.push(that._leftCamera);
        that.subCameras.push(that._rightCamera);
        that._leftTexture = new BABYLON.PassPostProcess(name + "_leftTexture", 1.0, that._leftCamera);
        that._anaglyphPostProcess = new BABYLON.AnaglyphPostProcess(name + "_anaglyph", 1.0, that._rightCamera);
        that._anaglyphPostProcess.onApply = function (effect) {
            effect.setTextureFromPostProcess("leftSampler", that._leftTexture);
        };
        that._update();
    };
    var AnaglyphArcRotateCamera = (function (_super) {
        __extends(AnaglyphArcRotateCamera, _super);
        // ANY
        function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, eyeSpace, scene) {
            _super.call(this, name, alpha, beta, radius, target, scene);
            this._eyeSpace = BABYLON.Tools.ToRadians(eyeSpace);
            this._leftCamera = new BABYLON.ArcRotateCamera(name + "_left", alpha - this._eyeSpace, beta, radius, target, scene);
            this._rightCamera = new BABYLON.ArcRotateCamera(name + "_right", alpha + this._eyeSpace, beta, radius, target, scene);
            buildCamera(this, name);
        }
        AnaglyphArcRotateCamera.prototype._update = function () {
            this._updateCamera(this._leftCamera);
            this._updateCamera(this._rightCamera);
            this._leftCamera.alpha = this.alpha - this._eyeSpace;
            this._rightCamera.alpha = this.alpha + this._eyeSpace;
            _super.prototype._update.call(this);
        };
        AnaglyphArcRotateCamera.prototype._updateCamera = function (camera) {
            camera.beta = this.beta;
            camera.radius = this.radius;
            camera.minZ = this.minZ;
            camera.maxZ = this.maxZ;
            camera.fov = this.fov;
            camera.target = this.target;
        };
        return AnaglyphArcRotateCamera;
    })(BABYLON.ArcRotateCamera);
    BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
    var AnaglyphFreeCamera = (function (_super) {
        __extends(AnaglyphFreeCamera, _super);
        function AnaglyphFreeCamera(name, position, eyeSpace, scene) {
            _super.call(this, name, position, scene);
            this._eyeSpace = BABYLON.Tools.ToRadians(eyeSpace);
            this._transformMatrix = new BABYLON.Matrix();
            this._leftCamera = new BABYLON.FreeCamera(name + "_left", position.clone(), scene);
            this._rightCamera = new BABYLON.FreeCamera(name + "_right", position.clone(), scene);
            buildCamera(this, name);
        }
        AnaglyphFreeCamera.prototype._getSubCameraPosition = function (eyeSpace, result) {
            var target = this.getTarget();
            BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(eyeSpace), this._transformMatrix);
            this._transformMatrix = this._transformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
            BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._transformMatrix, result);
        };
        AnaglyphFreeCamera.prototype._update = function () {
            this._getSubCameraPosition(-this._eyeSpace, this._leftCamera.position);
            this._getSubCameraPosition(this._eyeSpace, this._rightCamera.position);
            this._updateCamera(this._leftCamera);
            this._updateCamera(this._rightCamera);
            _super.prototype._update.call(this);
        };
        AnaglyphFreeCamera.prototype._updateCamera = function (camera) {
            camera.minZ = this.minZ;
            camera.maxZ = this.maxZ;
            camera.fov = this.fov;
            camera.viewport = this.viewport;
            camera.setTarget(this.getTarget());
        };
        return AnaglyphFreeCamera;
    })(BABYLON.FreeCamera);
    BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.anaglyphCamera.js.map
var BABYLON;
(function (BABYLON) {
    var AnaglyphPostProcess = (function (_super) {
        __extends(AnaglyphPostProcess, _super);
        function AnaglyphPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
            _super.call(this, name, "anaglyph", null, ["leftSampler"], ratio, camera, samplingMode, engine, reusable);
        }
        return AnaglyphPostProcess;
    })(BABYLON.PostProcess);
    BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.anaglyphPostProcess.js.mapvar BABYLON;
(function (BABYLON) {
    var Tags = (function () {
        function Tags() {
        }
        Tags.EnableFor = function (obj) {
            obj._tags = obj._tags || {};
            obj.hasTags = function () {
                return Tags.HasTags(obj);
            };
            obj.addTags = function (tagsString) {
                return Tags.AddTagsTo(obj, tagsString);
            };
            obj.removeTags = function (tagsString) {
                return Tags.RemoveTagsFrom(obj, tagsString);
            };
            obj.matchesTagsQuery = function (tagsQuery) {
                return Tags.MatchesQuery(obj, tagsQuery);
            };
        };
        Tags.DisableFor = function (obj) {
            delete obj._tags;
            delete obj.hasTags;
            delete obj.addTags;
            delete obj.removeTags;
            delete obj.matchesTagsQuery;
        };
        Tags.HasTags = function (obj) {
            if (!obj._tags) {
                return false;
            }
            return !BABYLON.Tools.IsEmpty(obj._tags);
        };
        Tags.GetTags = function (obj) {
            if (!obj._tags) {
                return null;
            }
            return obj._tags;
        };
        // the tags 'true' and 'false' are reserved and cannot be used as tags
        // a tag cannot start with '||', '&&', and '!'
        // it cannot contain whitespaces
        Tags.AddTagsTo = function (obj, tagsString) {
            if (!tagsString) {
                return;
            }
            var tags = tagsString.split(" ");
            for (var t in tags) {
                Tags._AddTagTo(obj, tags[t]);
            }
        };
        Tags._AddTagTo = function (obj, tag) {
            tag = tag.trim();
            if (tag === "" || tag === "true" || tag === "false") {
                return;
            }
            if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
                return;
            }
            Tags.EnableFor(obj);
            obj._tags[tag] = true;
        };
        Tags.RemoveTagsFrom = function (obj, tagsString) {
            if (!Tags.HasTags(obj)) {
                return;
            }
            var tags = tagsString.split(" ");
            for (var t in tags) {
                Tags._RemoveTagFrom(obj, tags[t]);
            }
        };
        Tags._RemoveTagFrom = function (obj, tag) {
            delete obj._tags[tag];
        };
        Tags.MatchesQuery = function (obj, tagsQuery) {
            if (tagsQuery === undefined) {
                return true;
            }
            if (tagsQuery === "") {
                return Tags.HasTags(obj);
            }
            return BABYLON.Internals.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
        };
        return Tags;
    })();
    BABYLON.Tags = Tags;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.tags.js.mapvar BABYLON;
(function (BABYLON) {
    var Internals;
    (function (Internals) {
        var AndOrNotEvaluator = (function () {
            function AndOrNotEvaluator() {
            }
            AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
                if (!query.match(/\([^\(\)]*\)/g)) {
                    query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
                }
                else {
                    query = query.replace(/\([^\(\)]*\)/g, function (r) {
                        // remove parenthesis
                        r = r.slice(1, r.length - 1);
                        return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
                    });
                }
                if (query === "true") {
                    return true;
                }
                if (query === "false") {
                    return false;
                }
                return AndOrNotEvaluator.Eval(query, evaluateCallback);
            };
            AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
                evaluateCallback = evaluateCallback || (function (r) {
                    return r === "true" ? true : false;
                });
                var result;
                var or = parenthesisContent.split("||");
                for (var i in or) {
                    var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
                    var and = ori.split("&&");
                    if (and.length > 1) {
                        for (var j = 0; j < and.length; ++j) {
                            var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
                            if (andj !== "true" && andj !== "false") {
                                if (andj[0] === "!") {
                                    result = !evaluateCallback(andj.substring(1));
                                }
                                else {
                                    result = evaluateCallback(andj);
                                }
                            }
                            else {
                                result = andj === "true" ? true : false;
                            }
                            if (!result) {
                                ori = "false";
                                break;
                            }
                        }
                    }
                    if (result || ori === "true") {
                        result = true;
                        break;
                    }
                    // result equals false (or undefined)
                    if (ori !== "true" && ori !== "false") {
                        if (ori[0] === "!") {
                            result = !evaluateCallback(ori.substring(1));
                        }
                        else {
                            result = evaluateCallback(ori);
                        }
                    }
                    else {
                        result = ori === "true" ? true : false;
                    }
                }
                // the whole parenthesis scope is replaced by 'true' or 'false'
                return result ? "true" : "false";
            };
            AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
                booleanString = booleanString.replace(/^[\s!]+/, function (r) {
                    // remove whitespaces
                    r = r.replace(/[\s]/g, function () { return ""; });
                    return r.length % 2 ? "!" : "";
                });
                booleanString = booleanString.trim();
                if (booleanString === "!true") {
                    booleanString = "false";
                }
                else if (booleanString === "!false") {
                    booleanString = "true";
                }
                return booleanString;
            };
            return AndOrNotEvaluator;
        })();
        Internals.AndOrNotEvaluator = AndOrNotEvaluator;
    })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.andOrNotEvaluator.js.mapvar BABYLON;
(function (BABYLON) {
    var PostProcessRenderPass = (function () {
        function PostProcessRenderPass(scene, name, size, renderList, beforeRender, afterRender) {
            this._enabled = true;
            this._refCount = 0;
            this._name = name;
            this._renderTexture = new BABYLON.RenderTargetTexture(name, size, scene);
            this.setRenderList(renderList);
            this._renderTexture.onBeforeRender = beforeRender;
            this._renderTexture.onAfterRender = afterRender;
            this._scene = scene;
            this._renderList = renderList;
        }
        // private
        PostProcessRenderPass.prototype._incRefCount = function () {
            if (this._refCount === 0) {
                this._scene.customRenderTargets.push(this._renderTexture);
            }
            return ++this._refCount;
        };
        PostProcessRenderPass.prototype._decRefCount = function () {
            this._refCount--;
            if (this._refCount <= 0) {
                this._scene.customRenderTargets.splice(this._scene.customRenderTargets.indexOf(this._renderTexture), 1);
            }
            return this._refCount;
        };
        PostProcessRenderPass.prototype._update = function () {
            this.setRenderList(this._renderList);
        };
        // public
        PostProcessRenderPass.prototype.setRenderList = function (renderList) {
            this._renderTexture.renderList = renderList;
        };
        PostProcessRenderPass.prototype.getRenderTexture = function () {
            return this._renderTexture;
        };
        return PostProcessRenderPass;
    })();
    BABYLON.PostProcessRenderPass = PostProcessRenderPass;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.postProcessRenderPass.js.mapvar BABYLON;
(function (BABYLON) {
    var PostProcessRenderEffect = (function () {
        function PostProcessRenderEffect(engine, name, getPostProcess, singleInstance) {
            this._engine = engine;
            this._name = name;
            this._singleInstance = singleInstance || true;
            this._getPostProcess = getPostProcess;
            this._cameras = [];
            this._indicesForCamera = [];
            this._postProcesses = {};
            this._renderPasses = {};
            this._renderEffectAsPasses = {};
        }
        PostProcessRenderEffect.prototype._update = function () {
            for (var renderPassName in this._renderPasses) {
                this._renderPasses[renderPassName]._update();
            }
        };
        PostProcessRenderEffect.prototype.addPass = function (renderPass) {
            this._renderPasses[renderPass._name] = renderPass;
            this._linkParameters();
        };
        PostProcessRenderEffect.prototype.removePass = function (renderPass) {
            delete this._renderPasses[renderPass._name];
            this._linkParameters();
        };
        PostProcessRenderEffect.prototype.addRenderEffectAsPass = function (renderEffect) {
            this._renderEffectAsPasses[renderEffect._name] = renderEffect;
            this._linkParameters();
        };
        PostProcessRenderEffect.prototype.getPass = function (passName) {
            for (var renderPassName in this._renderPasses) {
                if (renderPassName === passName) {
                    return this._renderPasses[passName];
                }
            }
        };
        PostProcessRenderEffect.prototype.emptyPasses = function () {
            this._renderPasses = {};
            this._linkParameters();
        };
        PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
            var cameraKey;
            var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
            for (var i = 0; i < _cam.length; i++) {
                var camera = _cam[i];
                var cameraName = camera.name;
                if (this._singleInstance) {
                    cameraKey = 0;
                }
                else {
                    cameraKey = cameraName;
                }
                this._postProcesses[cameraKey] = this._postProcesses[cameraKey] || this._getPostProcess();
                var index = camera.attachPostProcess(this._postProcesses[cameraKey]);
                if (!this._indicesForCamera[cameraName]) {
                    this._indicesForCamera[cameraName] = [];
                }
                this._indicesForCamera[cameraName].push(index);
                if (this._cameras.indexOf(camera) === -1) {
                    this._cameras[cameraName] = camera;
                }
                for (var passName in this._renderPasses) {
                    this._renderPasses[passName]._incRefCount();
                }
            }
            this._linkParameters();
        };
        PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
            var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
            for (var i = 0; i < _cam.length; i++) {
                var camera = _cam[i];
                var cameraName = camera.name;
                camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
                var index = this._cameras.indexOf(cameraName);
                this._indicesForCamera.splice(index, 1);
                this._cameras.splice(index, 1);
                for (var passName in this._renderPasses) {
                    this._renderPasses[passName]._decRefCount();
                }
            }
        };
        PostProcessRenderEffect.prototype._enable = function (cameras) {
            var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
            for (var i = 0; i < _cam.length; i++) {
                var camera = _cam[i];
                var cameraName = camera.name;
                for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
                    if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined) {
                        cameras[i].attachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName][j]);
                    }
                }
                for (var passName in this._renderPasses) {
                    this._renderPasses[passName]._incRefCount();
                }
            }
        };
        PostProcessRenderEffect.prototype._disable = function (cameras) {
            var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
            for (var i = 0; i < _cam.length; i++) {
                var camera = _cam[i];
                var cameraName = camera.Name;
                camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
                for (var passName in this._renderPasses) {
                    this._renderPasses[passName]._decRefCount();
                }
            }
        };
        PostProcessRenderEffect.prototype.getPostProcess = function (camera) {
            if (this._singleInstance) {
                return this._postProcesses[0];
            }
            else {
                return this._postProcesses[camera.name];
            }
        };
        PostProcessRenderEffect.prototype._linkParameters = function () {
            var _this = this;
            for (var index in this._postProcesses) {
                if (this.applyParameters) {
                    this.applyParameters(this._postProcesses[index]);
                }
                this._postProcesses[index].onBeforeRender = function (effect) {
                    _this._linkTextures(effect);
                };
            }
        };
        PostProcessRenderEffect.prototype._linkTextures = function (effect) {
            for (var renderPassName in this._renderPasses) {
                effect.setTexture(renderPassName, this._renderPasses[renderPassName].getRenderTexture());
            }
            for (var renderEffectName in this._renderEffectAsPasses) {
                effect.setTextureFromPostProcess(renderEffectName + "Sampler", this._renderEffectAsPasses[renderEffectName].getPostProcess());
            }
        };
        return PostProcessRenderEffect;
    })();
    BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.postProcessRenderEffect.js.mapvar BABYLON;
(function (BABYLON) {
    var PostProcessRenderPipeline = (function () {
        function PostProcessRenderPipeline(engine, name) {
            this._engine = engine;
            this._name = name;
            this._renderEffects = {};
            this._renderEffectsForIsolatedPass = {};
            this._cameras = [];
        }
        PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
            this._renderEffects[renderEffect._name] = renderEffect;
        };
        PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
            var renderEffects = this._renderEffects[renderEffectName];
            if (!renderEffects) {
                return;
            }
            renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
        };
        PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
            var renderEffects = this._renderEffects[renderEffectName];
            if (!renderEffects) {
                return;
            }
            renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
        };
        PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
            var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
            var indicesToDelete = [];
            for (var i = 0; i < _cam.length; i++) {
                var camera = _cam[i];
                var cameraName = camera.name;
                if (this._cameras.indexOf(camera) === -1) {
                    this._cameras[cameraName] = camera;
                }
                else if (unique) {
                    indicesToDelete.push(i);
                }
            }
            for (var i = 0; i < indicesToDelete.length; i++) {
                cameras.splice(indicesToDelete[i], 1);
            }
            for (var renderEffectName in this._renderEffects) {
                this._renderEffects[renderEffectName]._attachCameras(_cam);
            }
        };
        PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
            var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
            for (var renderEffectName in this._renderEffects) {
                this._renderEffects[renderEffectName]._detachCameras(_cam);
            }
            for (var i = 0; i < _cam.length; i++) {
                this._cameras.splice(this._cameras.indexOf(_cam[i]), 1);
            }
        };
        PostProcessRenderPipeline.prototype._enableDisplayOnlyPass = function (passName, cameras) {
            var _this = this;
            var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
            var pass = null;
            for (var renderEffectName in this._renderEffects) {
                pass = this._renderEffects[renderEffectName].getPass(passName);
                if (pass != null) {
                    break;
                }
            }
            if (pass === null) {
                return;
            }
            for (var renderEffectName in this._renderEffects) {
                this._renderEffects[renderEffectName]._disable(_cam);
            }
            pass._name = PostProcessRenderPipeline.PASS_SAMPLER_NAME;
            for (var i = 0; i < _cam.length; i++) {
                var camera = _cam[i];
                var cameraName = camera.name;
                this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () {
                    return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true);
                });
                this._renderEffectsForIsolatedPass[cameraName].emptyPasses();
                this._renderEffectsForIsolatedPass[cameraName].addPass(pass);
                this._renderEffectsForIsolatedPass[cameraName]._attachCameras(camera);
            }
        };
        PostProcessRenderPipeline.prototype._disableDisplayOnlyPass = function (cameras) {
            var _this = this;
            var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
            for (var i = 0; i < _cam.length; i++) {
                var camera = _cam[i];
                var cameraName = camera.name;
                this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () {
                    return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true);
                });
                this._renderEffectsForIsolatedPass[cameraName]._disable(camera);
            }
            for (var renderEffectName in this._renderEffects) {
                this._renderEffects[renderEffectName]._enable(_cam);
            }
        };
        PostProcessRenderPipeline.prototype._update = function () {
            for (var renderEffectName in this._renderEffects) {
                this._renderEffects[renderEffectName]._update();
            }
            for (var i = 0; i < this._cameras.length; i++) {
                var cameraName = this._cameras[i].name;
                if (this._renderEffectsForIsolatedPass[cameraName]) {
                    this._renderEffectsForIsolatedPass[cameraName]._update();
                }
            }
        };
        PostProcessRenderPipeline.PASS_EFFECT_NAME = "passEffect";
        PostProcessRenderPipeline.PASS_SAMPLER_NAME = "passSampler";
        return PostProcessRenderPipeline;
    })();
    BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.postProcessRenderPipeline.js.mapvar BABYLON;
(function (BABYLON) {
    var PostProcessRenderPipelineManager = (function () {
        function PostProcessRenderPipelineManager() {
            this._renderPipelines = {};
        }
        PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
            this._renderPipelines[renderPipeline._name] = renderPipeline;
        };
        PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
            var renderPipeline = this._renderPipelines[renderPipelineName];
            if (!renderPipeline) {
                return;
            }
            renderPipeline._attachCameras(cameras, unique);
        };
        PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
            var renderPipeline = this._renderPipelines[renderPipelineName];
            if (!renderPipeline) {
                return;
            }
            renderPipeline._detachCameras(cameras);
        };
        PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
            var renderPipeline = this._renderPipelines[renderPipelineName];
            if (!renderPipeline) {
                return;
            }
            renderPipeline._enableEffect(renderEffectName, cameras);
        };
        PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
            var renderPipeline = this._renderPipelines[renderPipelineName];
            if (!renderPipeline) {
                return;
            }
            renderPipeline._disableEffect(renderEffectName, cameras);
        };
        PostProcessRenderPipelineManager.prototype.enableDisplayOnlyPassInPipeline = function (renderPipelineName, passName, cameras) {
            var renderPipeline = this._renderPipelines[renderPipelineName];
            if (!renderPipeline) {
                return;
            }
            renderPipeline._enableDisplayOnlyPass(passName, cameras);
        };
        PostProcessRenderPipelineManager.prototype.disableDisplayOnlyPassInPipeline = function (renderPipelineName, cameras) {
            var renderPipeline = this._renderPipelines[renderPipelineName];
            if (!renderPipeline) {
                return;
            }
            renderPipeline._disableDisplayOnlyPass(cameras);
        };
        PostProcessRenderPipelineManager.prototype.update = function () {
            for (var renderPipelineName in this._renderPipelines) {
                this._renderPipelines[renderPipelineName]._update();
            }
        };
        return PostProcessRenderPipelineManager;
    })();
    BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
var BABYLON;
(function (BABYLON) {
    var DisplayPassPostProcess = (function (_super) {
        __extends(DisplayPassPostProcess, _super);
        function DisplayPassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
            _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], ratio, camera, samplingMode, engine, reusable);
        }
        return DisplayPassPostProcess;
    })(BABYLON.PostProcess);
    BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.displayPassPostProcess.js.mapvar BABYLON;
(function (BABYLON) {
    var BoundingBoxRenderer = (function () {
        function BoundingBoxRenderer(scene) {
            this.frontColor = new BABYLON.Color3(1, 1, 1);
            this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
            this.showBackLines = true;
            this.renderList = new BABYLON.SmartArray(32);
            this._scene = scene;
        }
        BoundingBoxRenderer.prototype._prepareRessources = function () {
            if (this._colorShader) {
                return;
            }
            this._colorShader = new BABYLON.ShaderMaterial("colorShader", this._scene, "color", {
                attributes: ["position"],
                uniforms: ["worldViewProjection", "color"]
            });
            var engine = this._scene.getEngine();
            var boxdata = BABYLON.VertexData.CreateBox(1.0);
            this._vb = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
            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]);
        };
        BoundingBoxRenderer.prototype.reset = function () {
            this.renderList.reset();
        };
        BoundingBoxRenderer.prototype.render = function () {
            if (this.renderList.length === 0) {
                return;
            }
            this._prepareRessources();
            if (!this._colorShader.isReady()) {
                return;
            }
            var engine = this._scene.getEngine();
            engine.setDepthWrite(false);
            this._colorShader._preBind();
            for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
                var boundingBox = this.renderList.data[boundingBoxIndex];
                var min = boundingBox.minimum;
                var max = boundingBox.maximum;
                var diff = max.subtract(min);
                var median = min.add(diff.scale(0.5));
                var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z).multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());
                // VBOs
                engine.bindBuffers(this._vb.getBuffer(), this._ib, [3], 3 * 4, this._colorShader.getEffect());
                if (this.showBackLines) {
                    // Back
                    engine.setDepthFunctionToGreaterOrEqual();
                    this._scene.resetCachedMaterial();
                    this._colorShader.setColor4("color", this.backColor.toColor4());
                    this._colorShader.bind(worldMatrix);
                    // Draw order
                    engine.draw(false, 0, 24);
                }
                // Front
                engine.setDepthFunctionToLess();
                this._scene.resetCachedMaterial();
                this._colorShader.setColor4("color", this.frontColor.toColor4());
                this._colorShader.bind(worldMatrix);
                // Draw order
                engine.draw(false, 0, 24);
            }
            this._colorShader.unbind();
            engine.setDepthFunctionToLessOrEqual();
            engine.setDepthWrite(true);
        };
        BoundingBoxRenderer.prototype.dispose = function () {
            if (!this._colorShader) {
                return;
            }
            this._colorShader.dispose();
            this._vb.dispose();
            this._scene.getEngine()._releaseBuffer(this._ib);
        };
        return BoundingBoxRenderer;
    })();
    BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.boundingBoxRenderer.js.mapvar BABYLON;
(function (BABYLON) {
    var Internals;
    (function (Internals) {
        /*
        * Based on jsTGALoader - Javascript loader for TGA file
        * By Vincent Thibault
        * @blog http://blog.robrowser.com/javascript-tga-loader.html
        */
        var TGATools = (function () {
            function TGATools() {
            }
            TGATools.GetTGAHeader = function (data) {
                var offset = 0;
                var header = {
                    id_length: data[offset++],
                    colormap_type: data[offset++],
                    image_type: data[offset++],
                    colormap_index: data[offset++] | data[offset++] << 8,
                    colormap_length: data[offset++] | data[offset++] << 8,
                    colormap_size: data[offset++],
                    origin: [
                        data[offset++] | data[offset++] << 8,
                        data[offset++] | data[offset++] << 8
                    ],
                    width: data[offset++] | data[offset++] << 8,
                    height: data[offset++] | data[offset++] << 8,
                    pixel_size: data[offset++],
                    flags: data[offset++]
                };
                return header;
            };
            TGATools.UploadContent = function (gl, data) {
                // Not enough data to contain header ?
                if (data.length < 19) {
                    BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
                    return;
                }
                // Read Header
                var offset = 18;
                var header = TGATools.GetTGAHeader(data);
                // Assume it's a valid Targa file.
                if (header.id_length + offset > data.length) {
                    BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
                    return;
                }
                // Skip not needed data
                offset += header.id_length;
                var use_rle = false;
                var use_pal = false;
                var use_rgb = false;
                var use_grey = false;
                switch (header.image_type) {
                    case TGATools._TYPE_RLE_INDEXED:
                        use_rle = true;
                    case TGATools._TYPE_INDEXED:
                        use_pal = true;
                        break;
                    case TGATools._TYPE_RLE_RGB:
                        use_rle = true;
                    case TGATools._TYPE_RGB:
                        use_rgb = true;
                        break;
                    case TGATools._TYPE_RLE_GREY:
                        use_rle = true;
                    case TGATools._TYPE_GREY:
                        use_grey = true;
                        break;
                }
                var pixel_data;
                var numAlphaBits = header.flags & 0xf;
                var pixel_size = header.pixel_size >> 3;
                var pixel_total = header.width * header.height * pixel_size;
                // Read palettes
                var palettes;
                if (use_pal) {
                    palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
                }
                // Read LRE
                if (use_rle) {
                    pixel_data = new Uint8Array(pixel_total);
                    var c, count, i;
                    var localOffset = 0;
                    var pixels = new Uint8Array(pixel_size);
                    while (offset < pixel_total && localOffset < pixel_total) {
                        c = data[offset++];
                        count = (c & 0x7f) + 1;
                        // RLE pixels
                        if (c & 0x80) {
                            for (i = 0; i < pixel_size; ++i) {
                                pixels[i] = data[offset++];
                            }
                            for (i = 0; i < count; ++i) {
                                pixel_data.set(pixels, localOffset + i * pixel_size);
                            }
                            localOffset += pixel_size * count;
                        }
                        else {
                            count *= pixel_size;
                            for (i = 0; i < count; ++i) {
                                pixel_data[localOffset + i] = data[offset++];
                            }
                            localOffset += count;
                        }
                    }
                }
                else {
                    pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
                }
                // Load to texture
                var x_start, y_start, x_step, y_step, y_end, x_end;
                switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
                    default:
                    case TGATools._ORIGIN_UL:
                        x_start = 0;
                        x_step = 1;
                        x_end = header.width;
                        y_start = 0;
                        y_step = 1;
                        y_end = header.height;
                        break;
                    case TGATools._ORIGIN_BL:
                        x_start = 0;
                        x_step = 1;
                        x_end = header.width;
                        y_start = header.height - 1;
                        y_step = -1;
                        y_end = -1;
                        break;
                    case TGATools._ORIGIN_UR:
                        x_start = header.width - 1;
                        x_step = -1;
                        x_end = -1;
                        y_start = 0;
                        y_step = 1;
                        y_end = header.height;
                        break;
                    case TGATools._ORIGIN_BR:
                        x_start = header.width - 1;
                        x_step = -1;
                        x_end = -1;
                        y_start = header.height - 1;
                        y_step = -1;
                        y_end = -1;
                        break;
                }
                // Load the specify method
                var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
                var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
                gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, header.width, header.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData);
            };
            TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
                var image = pixel_data, colormap = palettes;
                var width = header.width, height = header.height;
                var color, i = 0, x, y;
                var imageData = new Uint8Array(width * height * 4);
                for (y = y_start; y !== y_end; y += y_step) {
                    for (x = x_start; x !== x_end; x += x_step, i++) {
                        color = image[i];
                        imageData[(x + width * y) * 4 + 3] = 255;
                        imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
                        imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
                        imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
                    }
                }
                return imageData;
            };
            TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
                var image = pixel_data;
                var width = header.width, height = header.height;
                var color, i = 0, x, y;
                var imageData = new Uint8Array(width * height * 4);
                for (y = y_start; y !== y_end; y += y_step) {
                    for (x = x_start; x !== x_end; x += x_step, i += 2) {
                        color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
                        imageData[(x + width * y) * 4 + 0] = (color & 0x7C00) >> 7;
                        imageData[(x + width * y) * 4 + 1] = (color & 0x03E0) >> 2;
                        imageData[(x + width * y) * 4 + 2] = (color & 0x001F) >> 3;
                        imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
                    }
                }
                return imageData;
            };
            TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
                var image = pixel_data;
                var width = header.width, height = header.height;
                var i = 0, x, y;
                var imageData = new Uint8Array(width * height * 4);
                for (y = y_start; y !== y_end; y += y_step) {
                    for (x = x_start; x !== x_end; x += x_step, i += 3) {
                        imageData[(x + width * y) * 4 + 3] = 255;
                        imageData[(x + width * y) * 4 + 2] = image[i + 0];
                        imageData[(x + width * y) * 4 + 1] = image[i + 1];
                        imageData[(x + width * y) * 4 + 0] = image[i + 2];
                    }
                }
                return imageData;
            };
            TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
                var image = pixel_data;
                var width = header.width, height = header.height;
                var i = 0, x, y;
                var imageData = new Uint8Array(width * height * 4);
                for (y = y_start; y !== y_end; y += y_step) {
                    for (x = x_start; x !== x_end; x += x_step, i += 4) {
                        imageData[(x + width * y) * 4 + 2] = image[i + 0];
                        imageData[(x + width * y) * 4 + 1] = image[i + 1];
                        imageData[(x + width * y) * 4 + 0] = image[i + 2];
                        imageData[(x + width * y) * 4 + 3] = image[i + 3];
                    }
                }
                return imageData;
            };
            TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
                var image = pixel_data;
                var width = header.width, height = header.height;
                var color, i = 0, x, y;
                var imageData = new Uint8Array(width * height * 4);
                for (y = y_start; y !== y_end; y += y_step) {
                    for (x = x_start; x !== x_end; x += x_step, i++) {
                        color = image[i];
                        imageData[(x + width * y) * 4 + 0] = color;
                        imageData[(x + width * y) * 4 + 1] = color;
                        imageData[(x + width * y) * 4 + 2] = color;
                        imageData[(x + width * y) * 4 + 3] = 255;
                    }
                }
                return imageData;
            };
            TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
                var image = pixel_data;
                var width = header.width, height = header.height;
                var i = 0, x, y;
                var imageData = new Uint8Array(width * height * 4);
                for (y = y_start; y !== y_end; y += y_step) {
                    for (x = x_start; x !== x_end; x += x_step, i += 2) {
                        imageData[(x + width * y) * 4 + 0] = image[i + 0];
                        imageData[(x + width * y) * 4 + 1] = image[i + 0];
                        imageData[(x + width * y) * 4 + 2] = image[i + 0];
                        imageData[(x + width * y) * 4 + 3] = image[i + 1];
                    }
                }
                return imageData;
            };
            TGATools._TYPE_NO_DATA = 0;
            TGATools._TYPE_INDEXED = 1;
            TGATools._TYPE_RGB = 2;
            TGATools._TYPE_GREY = 3;
            TGATools._TYPE_RLE_INDEXED = 9;
            TGATools._TYPE_RLE_RGB = 10;
            TGATools._TYPE_RLE_GREY = 11;
            TGATools._ORIGIN_MASK = 0x30;
            TGATools._ORIGIN_SHIFT = 0x04;
            TGATools._ORIGIN_BL = 0x00;
            TGATools._ORIGIN_BR = 0x01;
            TGATools._ORIGIN_UL = 0x02;
            TGATools._ORIGIN_UR = 0x03;
            return TGATools;
        })();
        Internals.TGATools = TGATools;
    })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.tools.tga.js.mapvar BABYLON;
(function (BABYLON) {
    var Internals;
    (function (Internals) {
        // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
        // All values and structures referenced from:
        // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
        var DDS_MAGIC = 0x20534444;
        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;
        var DDSCAPS_COMPLEX = 0x8, DDSCAPS_MIPMAP = 0x400000, DDSCAPS_TEXTURE = 0x1000;
        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;
        var DDPF_ALPHAPIXELS = 0x1, DDPF_ALPHA = 0x2, DDPF_FOURCC = 0x4, DDPF_RGB = 0x40, DDPF_YUV = 0x200, DDPF_LUMINANCE = 0x20000;
        function FourCCToInt32(value) {
            return value.charCodeAt(0) + (value.charCodeAt(1) << 8) + (value.charCodeAt(2) << 16) + (value.charCodeAt(3) << 24);
        }
        function Int32ToFourCC(value) {
            return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
        }
        var FOURCC_DXT1 = FourCCToInt32("DXT1");
        var FOURCC_DXT3 = FourCCToInt32("DXT3");
        var FOURCC_DXT5 = FourCCToInt32("DXT5");
        var headerLengthInt = 31; // The header length in 32 bit ints
        // Offsets into the header array
        var off_magic = 0;
        var off_size = 1;
        var off_flags = 2;
        var off_height = 3;
        var off_width = 4;
        var off_mipmapCount = 7;
        var off_pfFlags = 20;
        var off_pfFourCC = 21;
        var off_RGBbpp = 22;
        var off_RMask = 23;
        var off_GMask = 24;
        var off_BMask = 25;
        var off_AMask = 26;
        var off_caps1 = 27;
        var off_caps2 = 28;
        ;
        var DDSTools = (function () {
            function DDSTools() {
            }
            DDSTools.GetDDSInfo = function (arrayBuffer) {
                var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
                var mipmapCount = 1;
                if (header[off_flags] & DDSD_MIPMAPCOUNT) {
                    mipmapCount = Math.max(1, header[off_mipmapCount]);
                }
                return {
                    width: header[off_width],
                    height: header[off_height],
                    mipmapCount: mipmapCount,
                    isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
                    isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
                    isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
                    isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP
                };
            };
            DDSTools.GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
                var byteArray = new Uint8Array(dataLength);
                var srcData = new Uint8Array(arrayBuffer);
                var index = 0;
                for (var y = height - 1; y >= 0; y--) {
                    for (var x = 0; x < width; x++) {
                        var srcPos = dataOffset + (x + y * width) * 4;
                        byteArray[index + 2] = srcData[srcPos];
                        byteArray[index + 1] = srcData[srcPos + 1];
                        byteArray[index] = srcData[srcPos + 2];
                        byteArray[index + 3] = srcData[srcPos + 3];
                        index += 4;
                    }
                }
                return byteArray;
            };
            DDSTools.GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
                var byteArray = new Uint8Array(dataLength);
                var srcData = new Uint8Array(arrayBuffer);
                var index = 0;
                for (var y = height - 1; y >= 0; y--) {
                    for (var x = 0; x < width; x++) {
                        var srcPos = dataOffset + (x + y * width) * 3;
                        byteArray[index + 2] = srcData[srcPos];
                        byteArray[index + 1] = srcData[srcPos + 1];
                        byteArray[index] = srcData[srcPos + 2];
                        index += 3;
                    }
                }
                return byteArray;
            };
            DDSTools.GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
                var byteArray = new Uint8Array(dataLength);
                var srcData = new Uint8Array(arrayBuffer);
                var index = 0;
                for (var y = height - 1; y >= 0; y--) {
                    for (var x = 0; x < width; x++) {
                        var srcPos = dataOffset + (x + y * width);
                        byteArray[index] = srcData[srcPos];
                        index++;
                    }
                }
                return byteArray;
            };
            DDSTools.UploadDDSLevels = function (gl, ext, arrayBuffer, info, loadMipmaps, faces) {
                var header = new Int32Array(arrayBuffer, 0, headerLengthInt), fourCC, blockBytes, internalFormat, width, height, dataLength, dataOffset, byteArray, mipmapCount, i;
                if (header[off_magic] != DDS_MAGIC) {
                    BABYLON.Tools.Error("Invalid magic number in DDS header");
                    return;
                }
                if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
                    BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
                    return;
                }
                if (info.isFourCC) {
                    fourCC = header[off_pfFourCC];
                    switch (fourCC) {
                        case FOURCC_DXT1:
                            blockBytes = 8;
                            internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
                            break;
                        case FOURCC_DXT3:
                            blockBytes = 16;
                            internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
                            break;
                        case FOURCC_DXT5:
                            blockBytes = 16;
                            internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
                            break;
                        default:
                            console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
                            return;
                    }
                }
                mipmapCount = 1;
                if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
                    mipmapCount = Math.max(1, header[off_mipmapCount]);
                }
                var bpp = header[off_RGBbpp];
                for (var face = 0; face < faces; face++) {
                    var sampler = faces == 1 ? gl.TEXTURE_2D : (gl.TEXTURE_CUBE_MAP_POSITIVE_X + face);
                    width = header[off_width];
                    height = header[off_height];
                    dataOffset = header[off_size] + 4;
                    for (i = 0; i < mipmapCount; ++i) {
                        if (info.isRGB) {
                            if (bpp == 24) {
                                dataLength = width * height * 3;
                                byteArray = DDSTools.GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
                                gl.texImage2D(sampler, i, gl.RGB, width, height, 0, gl.RGB, gl.UNSIGNED_BYTE, byteArray);
                            }
                            else {
                                dataLength = width * height * 4;
                                byteArray = DDSTools.GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
                                gl.texImage2D(sampler, i, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, byteArray);
                            }
                        }
                        else if (info.isLuminance) {
                            var unpackAlignment = gl.getParameter(gl.UNPACK_ALIGNMENT);
                            var unpaddedRowSize = width;
                            var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
                            dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
                            byteArray = DDSTools.GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
                            gl.texImage2D(sampler, i, gl.LUMINANCE, width, height, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, byteArray);
                        }
                        else {
                            dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
                            byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
                            gl.compressedTexImage2D(sampler, i, internalFormat, width, height, 0, byteArray);
                        }
                        dataOffset += dataLength;
                        width *= 0.5;
                        height *= 0.5;
                        width = Math.max(1.0, width);
                        height = Math.max(1.0, height);
                    }
                }
            };
            return DDSTools;
        })();
        Internals.DDSTools = DDSTools;
    })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.tools.dds.js.mapvar BABYLON;
(function (BABYLON) {
    var SmartArray = (function () {
        function SmartArray(capacity) {
            this.length = 0;
            this._duplicateId = 0;
            this.data = new Array(capacity);
            this._id = SmartArray._GlobalId++;
        }
        SmartArray.prototype.push = function (value) {
            this.data[this.length++] = value;
            if (this.length > this.data.length) {
                this.data.length *= 2;
            }
            if (!value.__smartArrayFlags) {
                value.__smartArrayFlags = {};
            }
            value.__smartArrayFlags[this._id] = this._duplicateId;
        };
        SmartArray.prototype.pushNoDuplicate = function (value) {
            if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
                return;
            }
            this.push(value);
        };
        SmartArray.prototype.sort = function (compareFn) {
            this.data.sort(compareFn);
        };
        SmartArray.prototype.reset = function () {
            this.length = 0;
            this._duplicateId++;
        };
        SmartArray.prototype.concat = function (array) {
            if (array.length === 0) {
                return;
            }
            if (this.length + array.length > this.data.length) {
                this.data.length = (this.length + array.length) * 2;
            }
            for (var index = 0; index < array.length; index++) {
                this.data[this.length++] = (array.data || array)[index];
            }
        };
        SmartArray.prototype.concatWithNoDuplicate = function (array) {
            if (array.length === 0) {
                return;
            }
            if (this.length + array.length > this.data.length) {
                this.data.length = (this.length + array.length) * 2;
            }
            for (var index = 0; index < array.length; index++) {
                var item = (array.data || array)[index];
                this.pushNoDuplicate(item);
            }
        };
        SmartArray.prototype.indexOf = function (value) {
            var position = this.data.indexOf(value);
            if (position >= this.length) {
                return -1;
            }
            return position;
        };
        // Statics
        SmartArray._GlobalId = 0;
        return SmartArray;
    })();
    BABYLON.SmartArray = SmartArray;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.smartArray.js.mapvar BABYLON;
(function (BABYLON) {
    var CannonJSPlugin = (function () {
        function CannonJSPlugin() {
            this._registeredMeshes = [];
            this._physicsMaterials = [];
            this.updateBodyPosition = function (mesh) {
                for (var index = 0; index < this._registeredMeshes.length; index++) {
                    var registeredMesh = this._registeredMeshes[index];
                    if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
                        var body = registeredMesh.body;
                        var center = mesh.getBoundingInfo().boundingBox.center;
                        body.position.set(center.x, center.z, center.y);
                        body.quaternion.x = mesh.rotationQuaternion.x;
                        body.quaternion.z = mesh.rotationQuaternion.y;
                        body.quaternion.y = mesh.rotationQuaternion.z;
                        body.quaternion.w = -mesh.rotationQuaternion.w;
                        return;
                    }
                }
            };
        }
        CannonJSPlugin.prototype.initialize = function (iterations) {
            if (iterations === void 0) { iterations = 10; }
            this._world = new CANNON.World();
            this._world.broadphase = new CANNON.NaiveBroadphase();
            this._world.solver.iterations = iterations;
        };
        CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
            return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
        };
        CannonJSPlugin.prototype.runOneStep = function (delta) {
            this._world.step(delta);
            for (var index = 0; index < this._registeredMeshes.length; index++) {
                var registeredMesh = this._registeredMeshes[index];
                if (registeredMesh.isChild) {
                    continue;
                }
                // Body position
                var bodyX = registeredMesh.body.position.x, bodyY = registeredMesh.body.position.y, bodyZ = registeredMesh.body.position.z;
                var deltaPos = registeredMesh.delta;
                if (deltaPos) {
                    registeredMesh.mesh.position.x = bodyX + deltaPos.x;
                    registeredMesh.mesh.position.y = bodyZ + deltaPos.y;
                    registeredMesh.mesh.position.z = bodyY + deltaPos.z;
                }
                else {
                    registeredMesh.mesh.position.x = bodyX;
                    registeredMesh.mesh.position.y = bodyZ;
                    registeredMesh.mesh.position.z = bodyY;
                }
                if (!registeredMesh.mesh.rotationQuaternion) {
                    registeredMesh.mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
                }
                registeredMesh.mesh.rotationQuaternion.x = registeredMesh.body.quaternion.x;
                registeredMesh.mesh.rotationQuaternion.y = registeredMesh.body.quaternion.z;
                registeredMesh.mesh.rotationQuaternion.z = registeredMesh.body.quaternion.y;
                registeredMesh.mesh.rotationQuaternion.w = -registeredMesh.body.quaternion.w;
            }
        };
        CannonJSPlugin.prototype.setGravity = function (gravity) {
            this._world.gravity.set(gravity.x, gravity.z, gravity.y);
        };
        CannonJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
            this.unregisterMesh(mesh);
            mesh.computeWorldMatrix(true);
            switch (impostor) {
                case BABYLON.PhysicsEngine.SphereImpostor:
                    var bbox = mesh.getBoundingInfo().boundingBox;
                    var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
                    var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
                    var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
                    return this._createSphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2, mesh, options);
                case BABYLON.PhysicsEngine.BoxImpostor:
                    bbox = mesh.getBoundingInfo().boundingBox;
                    var min = bbox.minimumWorld;
                    var max = bbox.maximumWorld;
                    var box = max.subtract(min).scale(0.5);
                    return this._createBox(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z), mesh, options);
                case BABYLON.PhysicsEngine.PlaneImpostor:
                    return this._createPlane(mesh, options);
                case BABYLON.PhysicsEngine.MeshImpostor:
                    var rawVerts = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
                    var rawFaces = mesh.getIndices();
                    return this._createConvexPolyhedron(rawVerts, rawFaces, mesh, options);
            }
            return null;
        };
        CannonJSPlugin.prototype._createSphere = function (radius, mesh, options) {
            var shape = new CANNON.Sphere(radius);
            if (!options) {
                return shape;
            }
            return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
        };
        CannonJSPlugin.prototype._createBox = function (x, y, z, mesh, options) {
            var shape = new CANNON.Box(new CANNON.Vec3(x, z, y));
            if (!options) {
                return shape;
            }
            return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
        };
        CannonJSPlugin.prototype._createPlane = function (mesh, options) {
            var shape = new CANNON.Plane();
            if (!options) {
                return shape;
            }
            return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
        };
        CannonJSPlugin.prototype._createConvexPolyhedron = function (rawVerts, rawFaces, mesh, options) {
            var verts = [], faces = [];
            mesh.computeWorldMatrix(true);
            for (var i = 0; i < rawVerts.length; i += 3) {
                var transformed = BABYLON.Vector3.Zero();
                BABYLON.Vector3.TransformNormalFromFloatsToRef(rawVerts[i], rawVerts[i + 1], rawVerts[i + 2], mesh.getWorldMatrix(), transformed);
                verts.push(new CANNON.Vec3(transformed.x, transformed.z, transformed.y));
            }
            for (var j = 0; j < rawFaces.length; j += 3) {
                faces.push([rawFaces[j], rawFaces[j + 2], rawFaces[j + 1]]);
            }
            var shape = new CANNON.ConvexPolyhedron(verts, faces);
            if (!options) {
                return shape;
            }
            return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
        };
        CannonJSPlugin.prototype._addMaterial = function (friction, restitution) {
            var index;
            var mat;
            for (index = 0; index < this._physicsMaterials.length; index++) {
                mat = this._physicsMaterials[index];
                if (mat.friction === friction && mat.restitution === restitution) {
                    return mat;
                }
            }
            var currentMat = new CANNON.Material();
            currentMat.friction = friction;
            currentMat.restitution = restitution;
            this._physicsMaterials.push(currentMat);
            for (index = 0; index < this._physicsMaterials.length; index++) {
                mat = this._physicsMaterials[index];
                var contactMaterial = new CANNON.ContactMaterial(mat, currentMat, mat.friction * currentMat.friction, mat.restitution * currentMat.restitution);
                contactMaterial.contactEquationStiffness = 1e10;
                contactMaterial.contactEquationRegularizationTime = 10;
                this._world.addContactMaterial(contactMaterial);
            }
            return currentMat;
        };
        CannonJSPlugin.prototype._createRigidBodyFromShape = function (shape, mesh, mass, friction, restitution) {
            var initialRotation = null;
            if (mesh.rotationQuaternion) {
                initialRotation = mesh.rotationQuaternion.clone();
                mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
            }
            // The delta between the mesh position and the mesh bounding box center
            var bbox = mesh.getBoundingInfo().boundingBox;
            var deltaPosition = mesh.position.subtract(bbox.center);
            var material = this._addMaterial(friction, restitution);
            var body = new CANNON.RigidBody(mass, shape, material);
            if (initialRotation) {
                body.quaternion.x = initialRotation.x;
                body.quaternion.z = initialRotation.y;
                body.quaternion.y = initialRotation.z;
                body.quaternion.w = -initialRotation.w;
            }
            body.position.set(bbox.center.x, bbox.center.z, bbox.center.y);
            this._world.add(body);
            this._registeredMeshes.push({ mesh: mesh, body: body, material: material, delta: deltaPosition });
            return body;
        };
        CannonJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
            var compoundShape = new CANNON.Compound();
            for (var index = 0; index < parts.length; index++) {
                var mesh = parts[index].mesh;
                var shape = this.registerMesh(mesh, parts[index].impostor);
                if (index == 0) {
                    compoundShape.addChild(shape, new CANNON.Vec3(0, 0, 0));
                }
                else {
                    compoundShape.addChild(shape, new CANNON.Vec3(mesh.position.x, mesh.position.z, mesh.position.y));
                }
            }
            var initialMesh = parts[0].mesh;
            var body = this._createRigidBodyFromShape(compoundShape, initialMesh, options.mass, options.friction, options.restitution);
            body.parts = parts;
            return body;
        };
        CannonJSPlugin.prototype._unbindBody = function (body) {
            for (var index = 0; index < this._registeredMeshes.length; index++) {
                var registeredMesh = this._registeredMeshes[index];
                if (registeredMesh.body === body) {
                    registeredMesh.body = null;
                    registeredMesh.delta = 0;
                }
            }
        };
        CannonJSPlugin.prototype.unregisterMesh = function (mesh) {
            for (var index = 0; index < this._registeredMeshes.length; index++) {
                var registeredMesh = this._registeredMeshes[index];
                if (registeredMesh.mesh === mesh) {
                    // Remove body
                    if (registeredMesh.body) {
                        this._world.remove(registeredMesh.body);
                        this._unbindBody(registeredMesh.body);
                    }
                    this._registeredMeshes.splice(index, 1);
                    return;
                }
            }
        };
        CannonJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
            var worldPoint = new CANNON.Vec3(contactPoint.x, contactPoint.z, contactPoint.y);
            var impulse = new CANNON.Vec3(force.x, force.z, force.y);
            for (var index = 0; index < this._registeredMeshes.length; index++) {
                var registeredMesh = this._registeredMeshes[index];
                if (registeredMesh.mesh === mesh) {
                    registeredMesh.body.applyImpulse(impulse, worldPoint);
                    return;
                }
            }
        };
        CannonJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2) {
            var body1 = null, body2 = null;
            for (var index = 0; index < this._registeredMeshes.length; index++) {
                var registeredMesh = this._registeredMeshes[index];
                if (registeredMesh.mesh === mesh1) {
                    body1 = registeredMesh.body;
                }
                else if (registeredMesh.mesh === mesh2) {
                    body2 = registeredMesh.body;
                }
            }
            if (!body1 || !body2) {
                return false;
            }
            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));
            this._world.addConstraint(constraint);
            return true;
        };
        CannonJSPlugin.prototype.dispose = function () {
            while (this._registeredMeshes.length) {
                this.unregisterMesh(this._registeredMeshes[0].mesh);
            }
        };
        CannonJSPlugin.prototype.isSupported = function () {
            return window.CANNON !== undefined;
        };
        return CannonJSPlugin;
    })();
    BABYLON.CannonJSPlugin = CannonJSPlugin;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.cannonJSPlugin.js.map
var BABYLON;
(function (BABYLON) {
    var Condition = (function () {
        function Condition(actionManager) {
            this._actionManager = actionManager;
        }
        Condition.prototype.isValid = function () {
            return true;
        };
        Condition.prototype._getProperty = function (propertyPath) {
            return this._actionManager._getProperty(propertyPath);
        };
        Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
            return this._actionManager._getEffectiveTarget(target, propertyPath);
        };
        return Condition;
    })();
    BABYLON.Condition = Condition;
    var ValueCondition = (function (_super) {
        __extends(ValueCondition, _super);
        function ValueCondition(actionManager, target, propertyPath, value, operator) {
            if (operator === void 0) { operator = ValueCondition.IsEqual; }
            _super.call(this, actionManager);
            this.propertyPath = propertyPath;
            this.value = value;
            this.operator = operator;
            this._target = this._getEffectiveTarget(target, this.propertyPath);
            this._property = this._getProperty(this.propertyPath);
        }
        Object.defineProperty(ValueCondition, "IsEqual", {
            get: function () {
                return ValueCondition._IsEqual;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ValueCondition, "IsDifferent", {
            get: function () {
                return ValueCondition._IsDifferent;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ValueCondition, "IsGreater", {
            get: function () {
                return ValueCondition._IsGreater;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ValueCondition, "IsLesser", {
            get: function () {
                return ValueCondition._IsLesser;
            },
            enumerable: true,
            configurable: true
        });
        // Methods
        ValueCondition.prototype.isValid = function () {
            switch (this.operator) {
                case ValueCondition.IsGreater:
                    return this._target[this._property] > this.value;
                case ValueCondition.IsLesser:
                    return this._target[this._property] < this.value;
                case ValueCondition.IsEqual:
                case ValueCondition.IsDifferent:
                    var check;
                    if (this.value.equals) {
                        check = this.value.equals(this._target[this._property]);
                    }
                    else {
                        check = this.value === this._target[this._property];
                    }
                    return this.operator === ValueCondition.IsEqual ? check : !check;
            }
            return false;
        };
        // Statics
        ValueCondition._IsEqual = 0;
        ValueCondition._IsDifferent = 1;
        ValueCondition._IsGreater = 2;
        ValueCondition._IsLesser = 3;
        return ValueCondition;
    })(Condition);
    BABYLON.ValueCondition = ValueCondition;
    var PredicateCondition = (function (_super) {
        __extends(PredicateCondition, _super);
        function PredicateCondition(actionManager, predicate) {
            _super.call(this, actionManager);
            this.predicate = predicate;
        }
        PredicateCondition.prototype.isValid = function () {
            return this.predicate();
        };
        return PredicateCondition;
    })(Condition);
    BABYLON.PredicateCondition = PredicateCondition;
    var StateCondition = (function (_super) {
        __extends(StateCondition, _super);
        function StateCondition(actionManager, target, value) {
            _super.call(this, actionManager);
            this.value = value;
            this._target = target;
        }
        // Methods
        StateCondition.prototype.isValid = function () {
            return this._target.state === this.value;
        };
        return StateCondition;
    })(Condition);
    BABYLON.StateCondition = StateCondition;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.condition.js.mapvar BABYLON;
(function (BABYLON) {
    var Action = (function () {
        function Action(triggerOptions, condition) {
            this.triggerOptions = triggerOptions;
            if (triggerOptions.parameter) {
                this.trigger = triggerOptions.trigger;
                this._triggerParameter = triggerOptions.parameter;
            }
            else {
                this.trigger = triggerOptions;
            }
            this._nextActiveAction = this;
            this._condition = condition;
        }
        // Methods
        Action.prototype._prepare = function () {
        };
        Action.prototype.getTriggerParameter = function () {
            return this._triggerParameter;
        };
        Action.prototype._executeCurrent = function (evt) {
            if (this._nextActiveAction._condition) {
                var condition = this._nextActiveAction._condition;
                var currentRenderId = this._actionManager.getScene().getRenderId();
                // We cache the current evaluation for the current frame
                if (condition._evaluationId === currentRenderId) {
                    if (!condition._currentResult) {
                        return;
                    }
                }
                else {
                    condition._evaluationId = currentRenderId;
                    if (!condition.isValid()) {
                        condition._currentResult = false;
                        return;
                    }
                    condition._currentResult = true;
                }
            }
            this._nextActiveAction.execute(evt);
            if (this._nextActiveAction._child) {
                if (!this._nextActiveAction._child._actionManager) {
                    this._nextActiveAction._child._actionManager = this._actionManager;
                }
                this._nextActiveAction = this._nextActiveAction._child;
            }
            else {
                this._nextActiveAction = this;
            }
        };
        Action.prototype.execute = function (evt) {
        };
        Action.prototype.then = function (action) {
            this._child = action;
            action._actionManager = this._actionManager;
            action._prepare();
            return action;
        };
        Action.prototype._getProperty = function (propertyPath) {
            return this._actionManager._getProperty(propertyPath);
        };
        Action.prototype._getEffectiveTarget = function (target, propertyPath) {
            return this._actionManager._getEffectiveTarget(target, propertyPath);
        };
        return Action;
    })();
    BABYLON.Action = Action;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.action.js.mapvar BABYLON;
(function (BABYLON) {
    /**
     * ActionEvent is the event beint sent when an action is triggered.
     */
    var ActionEvent = (function () {
        /**
         * @constructor
         * @param source The mesh that triggered the action.
         * @param pointerX the X mouse cursor position at the time of the event
         * @param pointerY the Y mouse cursor position at the time of the event
         * @param meshUnderPointer The mesh that is currently pointed at (can be null)
         * @param sourceEvent the original (browser) event that triggered the ActionEvent
         */
        function ActionEvent(source, pointerX, pointerY, meshUnderPointer, sourceEvent) {
            this.source = source;
            this.pointerX = pointerX;
            this.pointerY = pointerY;
            this.meshUnderPointer = meshUnderPointer;
            this.sourceEvent = sourceEvent;
        }
        /**
         * Helper function to auto-create an ActionEvent from a source mesh.
         * @param source the source mesh that triggered the event
         * @param evt {Event} The original (browser) event
         */
        ActionEvent.CreateNew = function (source, evt) {
            var scene = source.getScene();
            return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
        };
        /**
         * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
         * @param scene the scene where the event occurred
         * @param evt {Event} The original (browser) event
         */
        ActionEvent.CreateNewFromScene = function (scene, evt) {
            return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
        };
        return ActionEvent;
    })();
    BABYLON.ActionEvent = ActionEvent;
    /**
     * Action Manager manages all events to be triggered on a given mesh or the global scene.
     * A single scene can have many Action Managers to handle predefined actions on specific meshes.
     */
    var ActionManager = (function () {
        function ActionManager(scene) {
            // Members
            this.actions = new Array();
            this._scene = scene;
            scene._actionManagers.push(this);
        }
        Object.defineProperty(ActionManager, "NothingTrigger", {
            get: function () {
                return ActionManager._NothingTrigger;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ActionManager, "OnPickTrigger", {
            get: function () {
                return ActionManager._OnPickTrigger;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ActionManager, "OnLeftPickTrigger", {
            get: function () {
                return ActionManager._OnLeftPickTrigger;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ActionManager, "OnRightPickTrigger", {
            get: function () {
                return ActionManager._OnRightPickTrigger;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ActionManager, "OnCenterPickTrigger", {
            get: function () {
                return ActionManager._OnCenterPickTrigger;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ActionManager, "OnPointerOverTrigger", {
            get: function () {
                return ActionManager._OnPointerOverTrigger;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ActionManager, "OnPointerOutTrigger", {
            get: function () {
                return ActionManager._OnPointerOutTrigger;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ActionManager, "OnEveryFrameTrigger", {
            get: function () {
                return ActionManager._OnEveryFrameTrigger;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ActionManager, "OnIntersectionEnterTrigger", {
            get: function () {
                return ActionManager._OnIntersectionEnterTrigger;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ActionManager, "OnIntersectionExitTrigger", {
            get: function () {
                return ActionManager._OnIntersectionExitTrigger;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ActionManager, "OnKeyDownTrigger", {
            get: function () {
                return ActionManager._OnKeyDownTrigger;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ActionManager, "OnKeyUpTrigger", {
            get: function () {
                return ActionManager._OnKeyUpTrigger;
            },
            enumerable: true,
            configurable: true
        });
        // Methods
        ActionManager.prototype.dispose = function () {
            var index = this._scene._actionManagers.indexOf(this);
            if (index > -1) {
                this._scene._actionManagers.splice(index, 1);
            }
        };
        ActionManager.prototype.getScene = function () {
            return this._scene;
        };
        /**
         * Does this action manager handles actions of any of the given triggers
         * @param {number[]} triggers - the triggers to be tested
         * @return {boolean} whether one (or more) of the triggers is handeled
         */
        ActionManager.prototype.hasSpecificTriggers = function (triggers) {
            for (var index = 0; index < this.actions.length; index++) {
                var action = this.actions[index];
                if (triggers.indexOf(action.trigger) > -1) {
                    return true;
                }
            }
            return false;
        };
        Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
            /**
             * Does this action manager has pointer triggers
             * @return {boolean} whether or not it has pointer triggers
             */
            get: function () {
                for (var index = 0; index < this.actions.length; index++) {
                    var action = this.actions[index];
                    if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnPointerOutTrigger) {
                        return true;
                    }
                }
                return false;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
            /**
             * Does this action manager has pick triggers
             * @return {boolean} whether or not it has pick triggers
             */
            get: function () {
                for (var index = 0; index < this.actions.length; index++) {
                    var action = this.actions[index];
                    if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnCenterPickTrigger) {
                        return true;
                    }
                }
                return false;
            },
            enumerable: true,
            configurable: true
        });
        /**
         * Registers an action to this action manager
         * @param {BABYLON.Action} action - the action to be registered
         * @return {BABYLON.Action} the action amended (prepared) after registration
         */
        ActionManager.prototype.registerAction = function (action) {
            if (action.trigger === ActionManager.OnEveryFrameTrigger) {
                if (this.getScene().actionManager !== this) {
                    BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
                    return null;
                }
            }
            this.actions.push(action);
            action._actionManager = this;
            action._prepare();
            return action;
        };
        /**
         * Process a specific trigger
         * @param {number} trigger - the trigger to process
         * @param evt {BABYLON.ActionEvent} the event details to be processed
         */
        ActionManager.prototype.processTrigger = function (trigger, evt) {
            for (var index = 0; index < this.actions.length; index++) {
                var action = this.actions[index];
                if (action.trigger === trigger) {
                    if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) {
                        var parameter = action.getTriggerParameter();
                        if (parameter) {
                            var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
                            var actualkey = String.fromCharCode(unicode).toLowerCase();
                            if (actualkey !== parameter.toLowerCase()) {
                                continue;
                            }
                        }
                    }
                    action._executeCurrent(evt);
                }
            }
        };
        ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
            var properties = propertyPath.split(".");
            for (var index = 0; index < properties.length - 1; index++) {
                target = target[properties[index]];
            }
            return target;
        };
        ActionManager.prototype._getProperty = function (propertyPath) {
            var properties = propertyPath.split(".");
            return properties[properties.length - 1];
        };
        // Statics
        ActionManager._NothingTrigger = 0;
        ActionManager._OnPickTrigger = 1;
        ActionManager._OnLeftPickTrigger = 2;
        ActionManager._OnRightPickTrigger = 3;
        ActionManager._OnCenterPickTrigger = 4;
        ActionManager._OnPointerOverTrigger = 5;
        ActionManager._OnPointerOutTrigger = 6;
        ActionManager._OnEveryFrameTrigger = 7;
        ActionManager._OnIntersectionEnterTrigger = 8;
        ActionManager._OnIntersectionExitTrigger = 9;
        ActionManager._OnKeyDownTrigger = 10;
        ActionManager._OnKeyUpTrigger = 11;
        return ActionManager;
    })();
    BABYLON.ActionManager = ActionManager;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.actionManager.js.map
var BABYLON;
(function (BABYLON) {
    var InterpolateValueAction = (function (_super) {
        __extends(InterpolateValueAction, _super);
        function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations) {
            if (duration === void 0) { duration = 1000; }
            _super.call(this, triggerOptions, condition);
            this.propertyPath = propertyPath;
            this.value = value;
            this.duration = duration;
            this.stopOtherAnimations = stopOtherAnimations;
            this._target = target;
        }
        InterpolateValueAction.prototype._prepare = function () {
            this._target = this._getEffectiveTarget(this._target, this.propertyPath);
            this._property = this._getProperty(this.propertyPath);
        };
        InterpolateValueAction.prototype.execute = function () {
            var scene = this._actionManager.getScene();
            var keys = [
                {
                    frame: 0,
                    value: this._target[this._property]
                },
                {
                    frame: 100,
                    value: this.value
                }
            ];
            var dataType;
            if (typeof this.value === "number") {
                dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
            }
            else if (this.value instanceof BABYLON.Color3) {
                dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
            }
            else if (this.value instanceof BABYLON.Vector3) {
                dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
            }
            else if (this.value instanceof BABYLON.Matrix) {
                dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
            }
            else if (this.value instanceof BABYLON.Quaternion) {
                dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
            }
            else {
                BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
                return;
            }
            var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
            animation.setKeys(keys);
            if (this.stopOtherAnimations) {
                scene.stopAnimation(this._target);
            }
            scene.beginDirectAnimation(this._target, [animation], 0, 100);
        };
        return InterpolateValueAction;
    })(BABYLON.Action);
    BABYLON.InterpolateValueAction = InterpolateValueAction;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.interpolateValueAction.js.map
var BABYLON;
(function (BABYLON) {
    var SwitchBooleanAction = (function (_super) {
        __extends(SwitchBooleanAction, _super);
        function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
            _super.call(this, triggerOptions, condition);
            this.propertyPath = propertyPath;
            this._target = target;
        }
        SwitchBooleanAction.prototype._prepare = function () {
            this._target = this._getEffectiveTarget(this._target, this.propertyPath);
            this._property = this._getProperty(this.propertyPath);
        };
        SwitchBooleanAction.prototype.execute = function () {
            this._target[this._property] = !this._target[this._property];
        };
        return SwitchBooleanAction;
    })(BABYLON.Action);
    BABYLON.SwitchBooleanAction = SwitchBooleanAction;
    var SetStateAction = (function (_super) {
        __extends(SetStateAction, _super);
        function SetStateAction(triggerOptions, target, value, condition) {
            _super.call(this, triggerOptions, condition);
            this.value = value;
            this._target = target;
        }
        SetStateAction.prototype.execute = function () {
            this._target.state = this.value;
        };
        return SetStateAction;
    })(BABYLON.Action);
    BABYLON.SetStateAction = SetStateAction;
    var SetValueAction = (function (_super) {
        __extends(SetValueAction, _super);
        function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
            _super.call(this, triggerOptions, condition);
            this.propertyPath = propertyPath;
            this.value = value;
            this._target = target;
        }
        SetValueAction.prototype._prepare = function () {
            this._target = this._getEffectiveTarget(this._target, this.propertyPath);
            this._property = this._getProperty(this.propertyPath);
        };
        SetValueAction.prototype.execute = function () {
            this._target[this._property] = this.value;
        };
        return SetValueAction;
    })(BABYLON.Action);
    BABYLON.SetValueAction = SetValueAction;
    var IncrementValueAction = (function (_super) {
        __extends(IncrementValueAction, _super);
        function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
            _super.call(this, triggerOptions, condition);
            this.propertyPath = propertyPath;
            this.value = value;
            this._target = target;
        }
        IncrementValueAction.prototype._prepare = function () {
            this._target = this._getEffectiveTarget(this._target, this.propertyPath);
            this._property = this._getProperty(this.propertyPath);
            if (typeof this._target[this._property] !== "number") {
                BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
            }
        };
        IncrementValueAction.prototype.execute = function () {
            this._target[this._property] += this.value;
        };
        return IncrementValueAction;
    })(BABYLON.Action);
    BABYLON.IncrementValueAction = IncrementValueAction;
    var PlayAnimationAction = (function (_super) {
        __extends(PlayAnimationAction, _super);
        function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
            _super.call(this, triggerOptions, condition);
            this.from = from;
            this.to = to;
            this.loop = loop;
            this._target = target;
        }
        PlayAnimationAction.prototype._prepare = function () {
        };
        PlayAnimationAction.prototype.execute = function () {
            var scene = this._actionManager.getScene();
            scene.beginAnimation(this._target, this.from, this.to, this.loop);
        };
        return PlayAnimationAction;
    })(BABYLON.Action);
    BABYLON.PlayAnimationAction = PlayAnimationAction;
    var StopAnimationAction = (function (_super) {
        __extends(StopAnimationAction, _super);
        function StopAnimationAction(triggerOptions, target, condition) {
            _super.call(this, triggerOptions, condition);
            this._target = target;
        }
        StopAnimationAction.prototype._prepare = function () {
        };
        StopAnimationAction.prototype.execute = function () {
            var scene = this._actionManager.getScene();
            scene.stopAnimation(this._target);
        };
        return StopAnimationAction;
    })(BABYLON.Action);
    BABYLON.StopAnimationAction = StopAnimationAction;
    var DoNothingAction = (function (_super) {
        __extends(DoNothingAction, _super);
        function DoNothingAction(triggerOptions, condition) {
            if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
            _super.call(this, triggerOptions, condition);
        }
        DoNothingAction.prototype.execute = function () {
        };
        return DoNothingAction;
    })(BABYLON.Action);
    BABYLON.DoNothingAction = DoNothingAction;
    var CombineAction = (function (_super) {
        __extends(CombineAction, _super);
        function CombineAction(triggerOptions, children, condition) {
            _super.call(this, triggerOptions, condition);
            this.children = children;
        }
        CombineAction.prototype._prepare = function () {
            for (var index = 0; index < this.children.length; index++) {
                this.children[index]._actionManager = this._actionManager;
                this.children[index]._prepare();
            }
        };
        CombineAction.prototype.execute = function (evt) {
            for (var index = 0; index < this.children.length; index++) {
                this.children[index].execute(evt);
            }
        };
        return CombineAction;
    })(BABYLON.Action);
    BABYLON.CombineAction = CombineAction;
    var ExecuteCodeAction = (function (_super) {
        __extends(ExecuteCodeAction, _super);
        function ExecuteCodeAction(triggerOptions, func, condition) {
            _super.call(this, triggerOptions, condition);
            this.func = func;
        }
        ExecuteCodeAction.prototype.execute = function (evt) {
            this.func(evt);
        };
        return ExecuteCodeAction;
    })(BABYLON.Action);
    BABYLON.ExecuteCodeAction = ExecuteCodeAction;
    var SetParentAction = (function (_super) {
        __extends(SetParentAction, _super);
        function SetParentAction(triggerOptions, target, parent, condition) {
            _super.call(this, triggerOptions, condition);
            this._target = target;
            this._parent = parent;
        }
        SetParentAction.prototype._prepare = function () {
        };
        SetParentAction.prototype.execute = function () {
            if (this._target.parent === this._parent) {
                return;
            }
            var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
            invertParentWorldMatrix.invert();
            this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
            this._target.parent = this._parent;
        };
        return SetParentAction;
    })(BABYLON.Action);
    BABYLON.SetParentAction = SetParentAction;
    var PlaySoundAction = (function (_super) {
        __extends(PlaySoundAction, _super);
        function PlaySoundAction(triggerOptions, sound, condition) {
            _super.call(this, triggerOptions, condition);
            this._sound = sound;
        }
        PlaySoundAction.prototype._prepare = function () {
        };
        PlaySoundAction.prototype.execute = function () {
            if (this._sound !== undefined)
                this._sound.play();
        };
        return PlaySoundAction;
    })(BABYLON.Action);
    BABYLON.PlaySoundAction = PlaySoundAction;
    var StopSoundAction = (function (_super) {
        __extends(StopSoundAction, _super);
        function StopSoundAction(triggerOptions, sound, condition) {
            _super.call(this, triggerOptions, condition);
            this._sound = sound;
        }
        StopSoundAction.prototype._prepare = function () {
        };
        StopSoundAction.prototype.execute = function () {
            if (this._sound !== undefined)
                this._sound.stop();
        };
        return StopSoundAction;
    })(BABYLON.Action);
    BABYLON.StopSoundAction = StopSoundAction;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.directActions.js.map
var BABYLON;
(function (BABYLON) {
    var Geometry = (function () {
        function Geometry(id, scene, vertexData, updatable, mesh) {
            this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
            this._totalVertices = 0;
            this._indices = [];
            this._isDisposed = false;
            this.id = id;
            this._engine = scene.getEngine();
            this._meshes = [];
            this._scene = scene;
            // vertexData
            if (vertexData) {
                this.setAllVerticesData(vertexData, updatable);
            }
            else {
                this._totalVertices = 0;
                this._indices = [];
            }
            // applyToMesh
            if (mesh) {
                this.applyToMesh(mesh);
                mesh.computeWorldMatrix(true);
            }
        }
        Geometry.prototype.getScene = function () {
            return this._scene;
        };
        Geometry.prototype.getEngine = function () {
            return this._engine;
        };
        Geometry.prototype.isReady = function () {
            return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
        };
        Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
            vertexData.applyToGeometry(this, updatable);
        };
        Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
            this._vertexBuffers = this._vertexBuffers || {};
            if (this._vertexBuffers[kind]) {
                this._vertexBuffers[kind].dispose();
            }
            this._vertexBuffers[kind] = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
            if (kind === BABYLON.VertexBuffer.PositionKind) {
                stride = this._vertexBuffers[kind].getStrideSize();
                this._totalVertices = data.length / stride;
                var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
                var meshes = this._meshes;
                var numOfMeshes = meshes.length;
                for (var index = 0; index < numOfMeshes; index++) {
                    var mesh = meshes[index];
                    mesh._resetPointsArrayCache();
                    mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
                    mesh._createGlobalSubMesh();
                    mesh.computeWorldMatrix(true);
                }
            }
        };
        Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset) {
            var vertexBuffer = this.getVertexBuffer(kind);
            if (!vertexBuffer) {
                return;
            }
            vertexBuffer.updateDirectly(data, offset);
        };
        Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
            var vertexBuffer = this.getVertexBuffer(kind);
            if (!vertexBuffer) {
                return;
            }
            vertexBuffer.update(data);
            if (kind === BABYLON.VertexBuffer.PositionKind) {
                var extend;
                var stride = vertexBuffer.getStrideSize();
                this._totalVertices = data.length / stride;
                if (updateExtends) {
                    extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
                }
                var meshes = this._meshes;
                var numOfMeshes = meshes.length;
                for (var index = 0; index < numOfMeshes; index++) {
                    var mesh = meshes[index];
                    mesh._resetPointsArrayCache();
                    if (updateExtends) {
                        mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
                        for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
                            var subMesh = mesh.subMeshes[subIndex];
                            subMesh.refreshBoundingInfo();
                        }
                    }
                }
            }
        };
        Geometry.prototype.getTotalVertices = function () {
            if (!this.isReady()) {
                return 0;
            }
            return this._totalVertices;
        };
        Geometry.prototype.getVerticesData = function (kind) {
            var vertexBuffer = this.getVertexBuffer(kind);
            if (!vertexBuffer) {
                return null;
            }
            return vertexBuffer.getData();
        };
        Geometry.prototype.getVertexBuffer = function (kind) {
            if (!this.isReady()) {
                return null;
            }
            return this._vertexBuffers[kind];
        };
        Geometry.prototype.getVertexBuffers = function () {
            if (!this.isReady()) {
                return null;
            }
            return this._vertexBuffers;
        };
        Geometry.prototype.isVerticesDataPresent = function (kind) {
            if (!this._vertexBuffers) {
                if (this._delayInfo) {
                    return this._delayInfo.indexOf(kind) !== -1;
                }
                return false;
            }
            return this._vertexBuffers[kind] !== undefined;
        };
        Geometry.prototype.getVerticesDataKinds = function () {
            var result = [];
            if (!this._vertexBuffers && this._delayInfo) {
                for (var kind in this._delayInfo) {
                    result.push(kind);
                }
            }
            else {
                for (kind in this._vertexBuffers) {
                    result.push(kind);
                }
            }
            return result;
        };
        Geometry.prototype.setIndices = function (indices, totalVertices) {
            if (this._indexBuffer) {
                this._engine._releaseBuffer(this._indexBuffer);
            }
            this._indices = indices;
            if (this._meshes.length !== 0 && this._indices) {
                this._indexBuffer = this._engine.createIndexBuffer(this._indices);
            }
            if (totalVertices !== undefined) {
                this._totalVertices = totalVertices;
            }
            var meshes = this._meshes;
            var numOfMeshes = meshes.length;
            for (var index = 0; index < numOfMeshes; index++) {
                meshes[index]._createGlobalSubMesh();
            }
        };
        Geometry.prototype.getTotalIndices = function () {
            if (!this.isReady()) {
                return 0;
            }
            return this._indices.length;
        };
        Geometry.prototype.getIndices = function () {
            if (!this.isReady()) {
                return null;
            }
            return this._indices;
        };
        Geometry.prototype.getIndexBuffer = function () {
            if (!this.isReady()) {
                return null;
            }
            return this._indexBuffer;
        };
        Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
            var meshes = this._meshes;
            var index = meshes.indexOf(mesh);
            if (index === -1) {
                return;
            }
            for (var kind in this._vertexBuffers) {
                this._vertexBuffers[kind].dispose();
            }
            if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
                this._indexBuffer = null;
            }
            meshes.splice(index, 1);
            mesh._geometry = null;
            if (meshes.length === 0 && shouldDispose) {
                this.dispose();
            }
        };
        Geometry.prototype.applyToMesh = function (mesh) {
            if (mesh._geometry === this) {
                return;
            }
            var previousGeometry = mesh._geometry;
            if (previousGeometry) {
                previousGeometry.releaseForMesh(mesh);
            }
            var meshes = this._meshes;
            // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
            mesh._geometry = this;
            this._scene.pushGeometry(this);
            meshes.push(mesh);
            if (this.isReady()) {
                this._applyToMesh(mesh);
            }
            else {
                mesh._boundingInfo = this._boundingInfo;
            }
        };
        Geometry.prototype._applyToMesh = function (mesh) {
            var numOfMeshes = this._meshes.length;
            for (var kind in this._vertexBuffers) {
                if (numOfMeshes === 1) {
                    this._vertexBuffers[kind].create();
                }
                this._vertexBuffers[kind]._buffer.references = numOfMeshes;
                if (kind === BABYLON.VertexBuffer.PositionKind) {
                    mesh._resetPointsArrayCache();
                    var extend = BABYLON.Tools.ExtractMinAndMax(this._vertexBuffers[kind].getData(), 0, this._totalVertices);
                    mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
                    mesh._createGlobalSubMesh();
                    //bounding info was just created again, world matrix should be applied again.
                    mesh._updateBoundingInfo();
                }
            }
            // indexBuffer
            if (numOfMeshes === 1 && this._indices) {
                this._indexBuffer = this._engine.createIndexBuffer(this._indices);
            }
            if (this._indexBuffer) {
                this._indexBuffer.references = numOfMeshes;
            }
        };
        Geometry.prototype.load = function (scene, onLoaded) {
            var _this = this;
            if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
                return;
            }
            if (this.isReady()) {
                if (onLoaded) {
                    onLoaded();
                }
                return;
            }
            this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
            scene._addPendingData(this);
            BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
                _this._delayLoadingFunction(JSON.parse(data), _this);
                _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
                _this._delayInfo = [];
                scene._removePendingData(_this);
                var meshes = _this._meshes;
                var numOfMeshes = meshes.length;
                for (var index = 0; index < numOfMeshes; index++) {
                    _this._applyToMesh(meshes[index]);
                }
                if (onLoaded) {
                    onLoaded();
                }
            }, function () {
            }, scene.database);
        };
        Geometry.prototype.isDisposed = function () {
            return this._isDisposed;
        };
        Geometry.prototype.dispose = function () {
            var meshes = this._meshes;
            var numOfMeshes = meshes.length;
            var index;
            for (index = 0; index < numOfMeshes; index++) {
                this.releaseForMesh(meshes[index]);
            }
            this._meshes = [];
            for (var kind in this._vertexBuffers) {
                this._vertexBuffers[kind].dispose();
            }
            this._vertexBuffers = [];
            this._totalVertices = 0;
            if (this._indexBuffer) {
                this._engine._releaseBuffer(this._indexBuffer);
            }
            this._indexBuffer = null;
            this._indices = [];
            this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
            this.delayLoadingFile = null;
            this._delayLoadingFunction = null;
            this._delayInfo = [];
            this._boundingInfo = null; // todo: .dispose()
            var geometries = this._scene.getGeometries();
            index = geometries.indexOf(this);
            if (index > -1) {
                geometries.splice(index, 1);
            }
            this._isDisposed = true;
        };
        Geometry.prototype.copy = function (id) {
            var vertexData = new BABYLON.VertexData();
            vertexData.indices = [];
            var indices = this.getIndices();
            for (var index = 0; index < indices.length; index++) {
                vertexData.indices.push(indices[index]);
            }
            var updatable = false;
            var stopChecking = false;
            for (var kind in this._vertexBuffers) {
                // using slice() to make a copy of the array and not just reference it
                vertexData.set(this.getVerticesData(kind).slice(0), kind);
                if (!stopChecking) {
                    updatable = this.getVertexBuffer(kind).isUpdatable();
                    stopChecking = !updatable;
                }
            }
            var geometry = new Geometry(id, this._scene, vertexData, updatable, null);
            geometry.delayLoadState = this.delayLoadState;
            geometry.delayLoadingFile = this.delayLoadingFile;
            geometry._delayLoadingFunction = this._delayLoadingFunction;
            for (kind in this._delayInfo) {
                geometry._delayInfo = geometry._delayInfo || [];
                geometry._delayInfo.push(kind);
            }
            // Bounding info
            var extend = BABYLON.Tools.ExtractMinAndMax(this.getVerticesData(BABYLON.VertexBuffer.PositionKind), 0, this.getTotalVertices());
            geometry._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
            return geometry;
        };
        // Statics
        Geometry.ExtractFromMesh = function (mesh, id) {
            var geometry = mesh._geometry;
            if (!geometry) {
                return null;
            }
            return geometry.copy(id);
        };
        // from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
        // be aware Math.random() could cause collisions
        Geometry.RandomId = function () {
            return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
                var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
                return v.toString(16);
            });
        };
        return Geometry;
    })();
    BABYLON.Geometry = Geometry;
    /////// Primitives //////////////////////////////////////////////
    var Geometry;
    (function (Geometry) {
        var Primitives;
        (function (Primitives) {
            /// Abstract class
            var _Primitive = (function (_super) {
                __extends(_Primitive, _super);
                function _Primitive(id, scene, vertexData, canBeRegenerated, mesh) {
                    this._beingRegenerated = true;
                    this._canBeRegenerated = canBeRegenerated;
                    _super.call(this, id, scene, vertexData, false, mesh); // updatable = false to be sure not to update vertices
                    this._beingRegenerated = false;
                }
                _Primitive.prototype.canBeRegenerated = function () {
                    return this._canBeRegenerated;
                };
                _Primitive.prototype.regenerate = function () {
                    if (!this._canBeRegenerated) {
                        return;
                    }
                    this._beingRegenerated = true;
                    this.setAllVerticesData(this._regenerateVertexData(), false);
                    this._beingRegenerated = false;
                };
                _Primitive.prototype.asNewGeometry = function (id) {
                    return _super.prototype.copy.call(this, id);
                };
                // overrides
                _Primitive.prototype.setAllVerticesData = function (vertexData, updatable) {
                    if (!this._beingRegenerated) {
                        return;
                    }
                    _super.prototype.setAllVerticesData.call(this, vertexData, false);
                };
                _Primitive.prototype.setVerticesData = function (kind, data, updatable) {
                    if (!this._beingRegenerated) {
                        return;
                    }
                    _super.prototype.setVerticesData.call(this, kind, data, false);
                };
                // to override
                // protected
                _Primitive.prototype._regenerateVertexData = function () {
                    throw new Error("Abstract method");
                };
                _Primitive.prototype.copy = function (id) {
                    throw new Error("Must be overriden in sub-classes.");
                };
                return _Primitive;
            })(Geometry);
            Primitives._Primitive = _Primitive;
            var Ribbon = (function (_super) {
                __extends(Ribbon, _super);
                function Ribbon(id, scene, pathArray, closeArray, closePath, offset, canBeRegenerated, mesh, side) {
                    if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
                    this.pathArray = pathArray;
                    this.closeArray = closeArray;
                    this.closePath = closePath;
                    this.offset = offset;
                    this.side = side;
                    _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
                }
                Ribbon.prototype._regenerateVertexData = function () {
                    return BABYLON.VertexData.CreateRibbon(this.pathArray, this.closeArray, this.closePath, this.offset, this.side);
                };
                Ribbon.prototype.copy = function (id) {
                    return new Ribbon(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), null, this.side);
                };
                return Ribbon;
            })(_Primitive);
            Primitives.Ribbon = Ribbon;
            var Box = (function (_super) {
                __extends(Box, _super);
                function Box(id, scene, size, canBeRegenerated, mesh, side) {
                    if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
                    this.size = size;
                    this.side = side;
                    _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
                }
                Box.prototype._regenerateVertexData = function () {
                    return BABYLON.VertexData.CreateBox(this.size, this.side);
                };
                Box.prototype.copy = function (id) {
                    return new Box(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
                };
                return Box;
            })(_Primitive);
            Primitives.Box = Box;
            var Sphere = (function (_super) {
                __extends(Sphere, _super);
                function Sphere(id, scene, segments, diameter, canBeRegenerated, mesh, side) {
                    if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
                    this.segments = segments;
                    this.diameter = diameter;
                    this.side = side;
                    _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
                }
                Sphere.prototype._regenerateVertexData = function () {
                    return BABYLON.VertexData.CreateSphere(this.segments, this.diameter, this.side);
                };
                Sphere.prototype.copy = function (id) {
                    return new Sphere(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
                };
                return Sphere;
            })(_Primitive);
            Primitives.Sphere = Sphere;
            var Cylinder = (function (_super) {
                __extends(Cylinder, _super);
                function Cylinder(id, scene, height, diameterTop, diameterBottom, tessellation, subdivisions, canBeRegenerated, mesh, side) {
                    if (subdivisions === void 0) { subdivisions = 1; }
                    if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
                    this.height = height;
                    this.diameterTop = diameterTop;
                    this.diameterBottom = diameterBottom;
                    this.tessellation = tessellation;
                    this.subdivisions = subdivisions;
                    this.side = side;
                    _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
                }
                Cylinder.prototype._regenerateVertexData = function () {
                    return BABYLON.VertexData.CreateCylinder(this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.side);
                };
                Cylinder.prototype.copy = function (id) {
                    return new Cylinder(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
                };
                return Cylinder;
            })(_Primitive);
            Primitives.Cylinder = Cylinder;
            var Torus = (function (_super) {
                __extends(Torus, _super);
                function Torus(id, scene, diameter, thickness, tessellation, canBeRegenerated, mesh, side) {
                    if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
                    this.diameter = diameter;
                    this.thickness = thickness;
                    this.tessellation = tessellation;
                    this.side = side;
                    _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
                }
                Torus.prototype._regenerateVertexData = function () {
                    return BABYLON.VertexData.CreateTorus(this.diameter, this.thickness, this.tessellation, this.side);
                };
                Torus.prototype.copy = function (id) {
                    return new Torus(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
                };
                return Torus;
            })(_Primitive);
            Primitives.Torus = Torus;
            var Ground = (function (_super) {
                __extends(Ground, _super);
                function Ground(id, scene, width, height, subdivisions, canBeRegenerated, mesh) {
                    this.width = width;
                    this.height = height;
                    this.subdivisions = subdivisions;
                    _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
                }
                Ground.prototype._regenerateVertexData = function () {
                    return BABYLON.VertexData.CreateGround(this.width, this.height, this.subdivisions);
                };
                Ground.prototype.copy = function (id) {
                    return new Ground(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
                };
                return Ground;
            })(_Primitive);
            Primitives.Ground = Ground;
            var TiledGround = (function (_super) {
                __extends(TiledGround, _super);
                function TiledGround(id, scene, xmin, zmin, xmax, zmax, subdivisions, precision, canBeRegenerated, mesh) {
                    this.xmin = xmin;
                    this.zmin = zmin;
                    this.xmax = xmax;
                    this.zmax = zmax;
                    this.subdivisions = subdivisions;
                    this.precision = precision;
                    _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
                }
                TiledGround.prototype._regenerateVertexData = function () {
                    return BABYLON.VertexData.CreateTiledGround(this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision);
                };
                TiledGround.prototype.copy = function (id) {
                    return new TiledGround(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
                };
                return TiledGround;
            })(_Primitive);
            Primitives.TiledGround = TiledGround;
            var Plane = (function (_super) {
                __extends(Plane, _super);
                function Plane(id, scene, size, canBeRegenerated, mesh, side) {
                    if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
                    this.size = size;
                    this.side = side;
                    _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
                }
                Plane.prototype._regenerateVertexData = function () {
                    return BABYLON.VertexData.CreatePlane(this.size, this.side);
                };
                Plane.prototype.copy = function (id) {
                    return new Plane(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
                };
                return Plane;
            })(_Primitive);
            Primitives.Plane = Plane;
            var TorusKnot = (function (_super) {
                __extends(TorusKnot, _super);
                function TorusKnot(id, scene, radius, tube, radialSegments, tubularSegments, p, q, canBeRegenerated, mesh, side) {
                    if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
                    this.radius = radius;
                    this.tube = tube;
                    this.radialSegments = radialSegments;
                    this.tubularSegments = tubularSegments;
                    this.p = p;
                    this.q = q;
                    this.side = side;
                    _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
                }
                TorusKnot.prototype._regenerateVertexData = function () {
                    return BABYLON.VertexData.CreateTorusKnot(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.side);
                };
                TorusKnot.prototype.copy = function (id) {
                    return new TorusKnot(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
                };
                return TorusKnot;
            })(_Primitive);
            Primitives.TorusKnot = TorusKnot;
        })(Primitives = Geometry.Primitives || (Geometry.Primitives = {}));
    })(Geometry = BABYLON.Geometry || (BABYLON.Geometry = {}));
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.geometry.js.map
var BABYLON;
(function (BABYLON) {
    var Gamepads = (function () {
        function Gamepads(ongamedpadconnected) {
            var _this = this;
            this.babylonGamepads = [];
            this.oneGamepadConnected = false;
            this.isMonitoring = false;
            this.gamepadEventSupported = 'GamepadEvent' in window;
            this.gamepadSupportAvailable = (navigator.getGamepads || !!navigator.webkitGetGamepads || !!navigator.msGetGamepads || !!navigator.webkitGamepads);
            this.buttonADataURL = "data:image/png;base64, ";
            this._callbackGamepadConnected = ongamedpadconnected;
            if (this.gamepadSupportAvailable) {
                // Checking if the gamepad connected event is supported (like in Firefox)
                if (this.gamepadEventSupported) {
                    window.addEventListener('gamepadconnected', function (evt) {
                        _this._onGamepadConnected(evt);
                    }, false);
                    window.addEventListener('gamepaddisconnected', function (evt) {
                        _this._onGamepadDisconnected(evt);
                    }, false);
                }
                else {
                    this._startMonitoringGamepads();
                }
                if (!this.oneGamepadConnected) {
                    this._insertGamepadDOMInstructions();
                }
            }
            else {
                this._insertGamepadDOMNotSupported();
            }
        }
        Gamepads.prototype._insertGamepadDOMInstructions = function () {
            Gamepads.gamepadDOMInfo = document.createElement("div");
            var buttonAImage = document.createElement("img");
            buttonAImage.src = this.buttonADataURL;
            var spanMessage = document.createElement("span");
            spanMessage.innerHTML = "<strong>to activate gamepad</strong>";
            Gamepads.gamepadDOMInfo.appendChild(buttonAImage);
            Gamepads.gamepadDOMInfo.appendChild(spanMessage);
            Gamepads.gamepadDOMInfo.style.position = "absolute";
            Gamepads.gamepadDOMInfo.style.width = "100%";
            Gamepads.gamepadDOMInfo.style.height = "48px";
            Gamepads.gamepadDOMInfo.style.bottom = "0px";
            Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
            Gamepads.gamepadDOMInfo.style.textAlign = "center";
            Gamepads.gamepadDOMInfo.style.zIndex = "10";
            buttonAImage.style.position = "relative";
            buttonAImage.style.bottom = "8px";
            spanMessage.style.position = "relative";
            spanMessage.style.fontSize = "32px";
            spanMessage.style.bottom = "32px";
            spanMessage.style.color = "green";
            document.body.appendChild(Gamepads.gamepadDOMInfo);
        };
        Gamepads.prototype._insertGamepadDOMNotSupported = function () {
            Gamepads.gamepadDOMInfo = document.createElement("div");
            var spanMessage = document.createElement("span");
            spanMessage.innerHTML = "<strong>gamepad not supported</strong>";
            Gamepads.gamepadDOMInfo.appendChild(spanMessage);
            Gamepads.gamepadDOMInfo.style.position = "absolute";
            Gamepads.gamepadDOMInfo.style.width = "100%";
            Gamepads.gamepadDOMInfo.style.height = "40px";
            Gamepads.gamepadDOMInfo.style.bottom = "0px";
            Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
            Gamepads.gamepadDOMInfo.style.textAlign = "center";
            Gamepads.gamepadDOMInfo.style.zIndex = "10";
            spanMessage.style.position = "relative";
            spanMessage.style.fontSize = "32px";
            spanMessage.style.color = "red";
            document.body.appendChild(Gamepads.gamepadDOMInfo);
        };
        Gamepads.prototype.dispose = function () {
            if (Gamepads.gamepadDOMInfo) {
                document.body.removeChild(Gamepads.gamepadDOMInfo);
            }
        };
        Gamepads.prototype._onGamepadConnected = function (evt) {
            var newGamepad = this._addNewGamepad(evt.gamepad);
            if (this._callbackGamepadConnected)
                this._callbackGamepadConnected(newGamepad);
            this._startMonitoringGamepads();
        };
        Gamepads.prototype._addNewGamepad = function (gamepad) {
            if (!this.oneGamepadConnected) {
                this.oneGamepadConnected = true;
                if (Gamepads.gamepadDOMInfo) {
                    document.body.removeChild(Gamepads.gamepadDOMInfo);
                    Gamepads.gamepadDOMInfo = null;
                }
            }
            var newGamepad;
            if (gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
                newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad);
            }
            else {
                newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
            }
            this.babylonGamepads.push(newGamepad);
            return newGamepad;
        };
        Gamepads.prototype._onGamepadDisconnected = function (evt) {
            for (var i in this.babylonGamepads) {
                if (this.babylonGamepads[i].index == evt.gamepad.index) {
                    this.babylonGamepads.splice(i, 1);
                    break;
                }
            }
            // If no gamepads are left, stop the polling loop.
            if (this.babylonGamepads.length == 0) {
                this._stopMonitoringGamepads();
            }
        };
        Gamepads.prototype._startMonitoringGamepads = function () {
            if (!this.isMonitoring) {
                this.isMonitoring = true;
                this._checkGamepadsStatus();
            }
        };
        Gamepads.prototype._stopMonitoringGamepads = function () {
            this.isMonitoring = false;
        };
        Gamepads.prototype._checkGamepadsStatus = function () {
            var _this = this;
            // updating gamepad objects
            this._updateGamepadObjects();
            for (var i in this.babylonGamepads) {
                this.babylonGamepads[i].update();
            }
            if (this.isMonitoring) {
                if (window.requestAnimationFrame) {
                    window.requestAnimationFrame(function () {
                        _this._checkGamepadsStatus();
                    });
                }
                else if (window.mozRequestAnimationFrame) {
                    window.mozRequestAnimationFrame(function () {
                        _this._checkGamepadsStatus();
                    });
                }
                else if (window.webkitRequestAnimationFrame) {
                    window.webkitRequestAnimationFrame(function () {
                        _this._checkGamepadsStatus();
                    });
                }
            }
        };
        // This function is called only on Chrome, which does not yet support
        // connection/disconnection events, but requires you to monitor
        // an array for changes.
        Gamepads.prototype._updateGamepadObjects = function () {
            var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
            for (var i = 0; i < gamepads.length; i++) {
                if (gamepads[i]) {
                    if (!(gamepads[i].index in this.babylonGamepads)) {
                        var newGamepad = this._addNewGamepad(gamepads[i]);
                        if (this._callbackGamepadConnected) {
                            this._callbackGamepadConnected(newGamepad);
                        }
                    }
                    else {
                        this.babylonGamepads[i].browserGamepad = gamepads[i];
                    }
                }
            }
        };
        return Gamepads;
    })();
    BABYLON.Gamepads = Gamepads;
    var StickValues = (function () {
        function StickValues(x, y) {
            this.x = x;
            this.y = y;
        }
        return StickValues;
    })();
    BABYLON.StickValues = StickValues;
    var Gamepad = (function () {
        function Gamepad(id, index, browserGamepad) {
            this.id = id;
            this.index = index;
            this.browserGamepad = browserGamepad;
            if (this.browserGamepad.axes.length >= 2) {
                this._leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
            }
            if (this.browserGamepad.axes.length >= 4) {
                this._rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
            }
        }
        Gamepad.prototype.onleftstickchanged = function (callback) {
            this._onleftstickchanged = callback;
        };
        Gamepad.prototype.onrightstickchanged = function (callback) {
            this._onrightstickchanged = callback;
        };
        Object.defineProperty(Gamepad.prototype, "leftStick", {
            get: function () {
                return this._leftStick;
            },
            set: function (newValues) {
                if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
                    this._onleftstickchanged(newValues);
                }
                this._leftStick = newValues;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Gamepad.prototype, "rightStick", {
            get: function () {
                return this._rightStick;
            },
            set: function (newValues) {
                if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
                    this._onrightstickchanged(newValues);
                }
                this._rightStick = newValues;
            },
            enumerable: true,
            configurable: true
        });
        Gamepad.prototype.update = function () {
            if (this._leftStick) {
                this.leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
            }
            if (this._rightStick) {
                this.rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
            }
        };
        return Gamepad;
    })();
    BABYLON.Gamepad = Gamepad;
    var GenericPad = (function (_super) {
        __extends(GenericPad, _super);
        function GenericPad(id, index, gamepad) {
            _super.call(this, id, index, gamepad);
            this.id = id;
            this.index = index;
            this.gamepad = gamepad;
            this._buttons = new Array(gamepad.buttons.length);
        }
        GenericPad.prototype.onbuttondown = function (callback) {
            this._onbuttondown = callback;
        };
        GenericPad.prototype.onbuttonup = function (callback) {
            this._onbuttonup = callback;
        };
        GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
            if (newValue !== currentValue) {
                if (this._onbuttondown && newValue === 1) {
                    this._onbuttondown(buttonIndex);
                }
                if (this._onbuttonup && newValue === 0) {
                    this._onbuttonup(buttonIndex);
                }
            }
            return newValue;
        };
        GenericPad.prototype.update = function () {
            _super.prototype.update.call(this);
            for (var index = 0; index < this._buttons.length; index++) {
                this._buttons[index] = this._setButtonValue(this.gamepad.buttons[index].value, this._buttons[index], index);
            }
        };
        return GenericPad;
    })(Gamepad);
    BABYLON.GenericPad = GenericPad;
    (function (Xbox360Button) {
        Xbox360Button[Xbox360Button["A"] = 0] = "A";
        Xbox360Button[Xbox360Button["B"] = 1] = "B";
        Xbox360Button[Xbox360Button["X"] = 2] = "X";
        Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
        Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
        Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
        Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
        Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
        Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
        Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
    })(BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
    var Xbox360Button = BABYLON.Xbox360Button;
    (function (Xbox360Dpad) {
        Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
        Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
        Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
        Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
    })(BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
    var Xbox360Dpad = BABYLON.Xbox360Dpad;
    var Xbox360Pad = (function (_super) {
        __extends(Xbox360Pad, _super);
        function Xbox360Pad() {
            _super.apply(this, arguments);
            this._leftTrigger = 0;
            this._rightTrigger = 0;
            this._buttonA = 0;
            this._buttonB = 0;
            this._buttonX = 0;
            this._buttonY = 0;
            this._buttonBack = 0;
            this._buttonStart = 0;
            this._buttonLB = 0;
            this._buttonRB = 0;
            this._buttonLeftStick = 0;
            this._buttonRightStick = 0;
            this._dPadUp = 0;
            this._dPadDown = 0;
            this._dPadLeft = 0;
            this._dPadRight = 0;
        }
        Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
            this._onlefttriggerchanged = callback;
        };
        Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
            this._onrighttriggerchanged = callback;
        };
        Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
            get: function () {
                return this._leftTrigger;
            },
            set: function (newValue) {
                if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
                    this._onlefttriggerchanged(newValue);
                }
                this._leftTrigger = newValue;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
            get: function () {
                return this._rightTrigger;
            },
            set: function (newValue) {
                if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
                    this._onrighttriggerchanged(newValue);
                }
                this._rightTrigger = newValue;
            },
            enumerable: true,
            configurable: true
        });
        Xbox360Pad.prototype.onbuttondown = function (callback) {
            this._onbuttondown = callback;
        };
        Xbox360Pad.prototype.onbuttonup = function (callback) {
            this._onbuttonup = callback;
        };
        Xbox360Pad.prototype.ondpaddown = function (callback) {
            this._ondpaddown = callback;
        };
        Xbox360Pad.prototype.ondpadup = function (callback) {
            this._ondpadup = callback;
        };
        Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
            if (newValue !== currentValue) {
                if (this._onbuttondown && newValue === 1) {
                    this._onbuttondown(buttonType);
                }
                if (this._onbuttonup && newValue === 0) {
                    this._onbuttonup(buttonType);
                }
            }
            return newValue;
        };
        Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
            if (newValue !== currentValue) {
                if (this._ondpaddown && newValue === 1) {
                    this._ondpaddown(buttonType);
                }
                if (this._ondpadup && newValue === 0) {
                    this._ondpadup(buttonType);
                }
            }
            return newValue;
        };
        Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
            get: function () {
                return this._buttonA;
            },
            set: function (value) {
                this._buttonA = this._setButtonValue(value, this._buttonA, 0 /* A */);
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
            get: function () {
                return this._buttonB;
            },
            set: function (value) {
                this._buttonB = this._setButtonValue(value, this._buttonB, 1 /* B */);
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
            get: function () {
                return this._buttonX;
            },
            set: function (value) {
                this._buttonX = this._setButtonValue(value, this._buttonX, 2 /* X */);
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
            get: function () {
                return this._buttonY;
            },
            set: function (value) {
                this._buttonY = this._setButtonValue(value, this._buttonY, 3 /* Y */);
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
            get: function () {
                return this._buttonStart;
            },
            set: function (value) {
                this._buttonStart = this._setButtonValue(value, this._buttonStart, 4 /* Start */);
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
            get: function () {
                return this._buttonBack;
            },
            set: function (value) {
                this._buttonBack = this._setButtonValue(value, this._buttonBack, 5 /* Back */);
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
            get: function () {
                return this._buttonLB;
            },
            set: function (value) {
                this._buttonLB = this._setButtonValue(value, this._buttonLB, 6 /* LB */);
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
            get: function () {
                return this._buttonRB;
            },
            set: function (value) {
                this._buttonRB = this._setButtonValue(value, this._buttonRB, 7 /* RB */);
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
            get: function () {
                return this._buttonLeftStick;
            },
            set: function (value) {
                this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, 8 /* LeftStick */);
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
            get: function () {
                return this._buttonRightStick;
            },
            set: function (value) {
                this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, 9 /* RightStick */);
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
            get: function () {
                return this._dPadUp;
            },
            set: function (value) {
                this._dPadUp = this._setDPadValue(value, this._dPadUp, 0 /* Up */);
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
            get: function () {
                return this._dPadDown;
            },
            set: function (value) {
                this._dPadDown = this._setDPadValue(value, this._dPadDown, 1 /* Down */);
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
            get: function () {
                return this._dPadLeft;
            },
            set: function (value) {
                this._dPadLeft = this._setDPadValue(value, this._dPadLeft, 2 /* Left */);
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
            get: function () {
                return this._dPadRight;
            },
            set: function (value) {
                this._dPadRight = this._setDPadValue(value, this._dPadRight, 3 /* Right */);
            },
            enumerable: true,
            configurable: true
        });
        Xbox360Pad.prototype.update = function () {
            _super.prototype.update.call(this);
            this.buttonA = this.browserGamepad.buttons[0].value;
            this.buttonB = this.browserGamepad.buttons[1].value;
            this.buttonX = this.browserGamepad.buttons[2].value;
            this.buttonY = this.browserGamepad.buttons[3].value;
            this.buttonLB = this.browserGamepad.buttons[4].value;
            this.buttonRB = this.browserGamepad.buttons[5].value;
            this.leftTrigger = this.browserGamepad.buttons[6].value;
            this.rightTrigger = this.browserGamepad.buttons[7].value;
            this.buttonBack = this.browserGamepad.buttons[8].value;
            this.buttonStart = this.browserGamepad.buttons[9].value;
            this.buttonLeftStick = this.browserGamepad.buttons[10].value;
            this.buttonRightStick = this.browserGamepad.buttons[11].value;
            this.dPadUp = this.browserGamepad.buttons[12].value;
            this.dPadDown = this.browserGamepad.buttons[13].value;
            this.dPadLeft = this.browserGamepad.buttons[14].value;
            this.dPadRight = this.browserGamepad.buttons[15].value;
        };
        return Xbox360Pad;
    })(Gamepad);
    BABYLON.Xbox360Pad = Xbox360Pad;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.gamepads.js.map
var BABYLON;
(function (BABYLON) {
    // We're mainly based on the logic defined into the FreeCamera code
    var GamepadCamera = (function (_super) {
        __extends(GamepadCamera, _super);
        function GamepadCamera(name, position, scene) {
            var _this = this;
            _super.call(this, name, position, scene);
            this.angularSensibility = 200;
            this.moveSensibility = 75;
            this._gamepads = new BABYLON.Gamepads(function (gamepad) {
                _this._onNewGameConnected(gamepad);
            });
        }
        GamepadCamera.prototype._onNewGameConnected = function (gamepad) {
            // Only the first gamepad can control the camera
            if (gamepad.index === 0) {
                this._gamepad = gamepad;
            }
        };
        GamepadCamera.prototype._checkInputs = function () {
            if (!this._gamepad) {
                return;
            }
            var LSValues = this._gamepad.leftStick;
            var normalizedLX = LSValues.x / this.moveSensibility;
            var normalizedLY = LSValues.y / this.moveSensibility;
            LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
            LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
            var RSValues = this._gamepad.rightStick;
            var normalizedRX = RSValues.x / this.angularSensibility;
            var normalizedRY = RSValues.y / this.angularSensibility;
            RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
            RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
            ;
            var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
            var speed = this._computeLocalCameraSpeed() * 50.0;
            var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x * speed, 0, -LSValues.y * speed), cameraTransform);
            this.cameraDirection = this.cameraDirection.add(deltaTransform);
            this.cameraRotation = this.cameraRotation.add(new BABYLON.Vector2(RSValues.y, RSValues.x));
        };
        GamepadCamera.prototype.dispose = function () {
            this._gamepads.dispose();
            _super.prototype.dispose.call(this);
        };
        return GamepadCamera;
    })(BABYLON.FreeCamera);
    BABYLON.GamepadCamera = GamepadCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.gamepadCamera.js.map
var BABYLON;
(function (BABYLON) {
    var LinesMesh = (function (_super) {
        __extends(LinesMesh, _super);
        function LinesMesh(name, scene, updatable) {
            if (updatable === void 0) { updatable = false; }
            _super.call(this, name, scene);
            this.color = new BABYLON.Color3(1, 1, 1);
            this.alpha = 1;
            this._indices = new Array();
            this._colorShader = new BABYLON.ShaderMaterial("colorShader", scene, "color", {
                attributes: ["position"],
                uniforms: ["worldViewProjection", "color"],
                needAlphaBlending: true
            });
        }
        Object.defineProperty(LinesMesh.prototype, "material", {
            get: function () {
                return this._colorShader;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(LinesMesh.prototype, "isPickable", {
            get: function () {
                return false;
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
            get: function () {
                return false;
            },
            enumerable: true,
            configurable: true
        });
        LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
            var engine = this.getScene().getEngine();
            var indexToBind = this._geometry.getIndexBuffer();
            // VBOs
            engine.bindBuffers(this._geometry.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).getBuffer(), indexToBind, [3], 3 * 4, this._colorShader.getEffect());
            // Color
            this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
        };
        LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
            if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
                return;
            }
            var engine = this.getScene().getEngine();
            // Draw order
            engine.draw(false, subMesh.indexStart, subMesh.indexCount);
        };
        LinesMesh.prototype.intersects = function (ray, fastCheck) {
            return null;
        };
        LinesMesh.prototype.dispose = function (doNotRecurse) {
            this._colorShader.dispose();
            _super.prototype.dispose.call(this, doNotRecurse);
        };
        return LinesMesh;
    })(BABYLON.Mesh);
    BABYLON.LinesMesh = LinesMesh;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.linesMesh.js.mapvar BABYLON;
(function (BABYLON) {
    var OutlineRenderer = (function () {
        function OutlineRenderer(scene) {
            this._scene = scene;
        }
        OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
            var _this = this;
            if (useOverlay === void 0) { useOverlay = false; }
            var scene = this._scene;
            var engine = this._scene.getEngine();
            var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
            if (!this.isReady(subMesh, hardwareInstancedRendering)) {
                return;
            }
            var mesh = subMesh.getRenderingMesh();
            var material = subMesh.getMaterial();
            engine.enableEffect(this._effect);
            this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
            this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : 1.0);
            this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
            // Bones
            if (mesh.useBones) {
                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
            }
            mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
            // Alpha test
            if (material && material.needAlphaTesting()) {
                var alphaTexture = material.getAlphaTestTexture();
                this._effect.setTexture("diffuseSampler", alphaTexture);
                this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
            }
            mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) {
                _this._effect.setMatrix("world", world);
            });
        };
        OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
            var defines = [];
            var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
            var mesh = subMesh.getMesh();
            var material = subMesh.getMaterial();
            // Alpha test
            if (material && material.needAlphaTesting()) {
                defines.push("#define ALPHATEST");
                if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
                    attribs.push(BABYLON.VertexBuffer.UVKind);
                    defines.push("#define UV1");
                }
                if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
                    attribs.push(BABYLON.VertexBuffer.UV2Kind);
                    defines.push("#define UV2");
                }
            }
            // Bones
            if (mesh.useBones) {
                attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
                attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
                defines.push("#define BONES");
                defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
            }
            // Instances
            if (useInstances) {
                defines.push("#define INSTANCES");
                attribs.push("world0");
                attribs.push("world1");
                attribs.push("world2");
                attribs.push("world3");
            }
            // Get correct effect      
            var join = defines.join("\n");
            if (this._cachedDefines !== join) {
                this._cachedDefines = join;
                this._effect = this._scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color"], ["diffuseSampler"], join);
            }
            return this._effect.isReady();
        };
        return OutlineRenderer;
    })();
    BABYLON.OutlineRenderer = OutlineRenderer;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.outlineRenderer.js.mapvar BABYLON;
(function (BABYLON) {
    var MeshAssetTask = (function () {
        function MeshAssetTask(name, meshesNames, rootUrl, sceneFilename) {
            this.name = name;
            this.meshesNames = meshesNames;
            this.rootUrl = rootUrl;
            this.sceneFilename = sceneFilename;
            this.isCompleted = false;
        }
        MeshAssetTask.prototype.run = function (scene, onSuccess, onError) {
            var _this = this;
            BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
                _this.loadedMeshes = meshes;
                _this.loadedParticleSystems = particleSystems;
                _this.loadedSkeletons = skeletons;
                _this.isCompleted = true;
                if (_this.onSuccess) {
                    _this.onSuccess(_this);
                }
                onSuccess();
            }, null, function () {
                if (_this.onError) {
                    _this.onError(_this);
                }
                onError();
            });
        };
        return MeshAssetTask;
    })();
    BABYLON.MeshAssetTask = MeshAssetTask;
    var TextFileAssetTask = (function () {
        function TextFileAssetTask(name, url) {
            this.name = name;
            this.url = url;
            this.isCompleted = false;
        }
        TextFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
            var _this = this;
            BABYLON.Tools.LoadFile(this.url, function (data) {
                _this.text = data;
                _this.isCompleted = true;
                if (_this.onSuccess) {
                    _this.onSuccess(_this);
                }
                onSuccess();
            }, null, scene.database, false, function () {
                if (_this.onError) {
                    _this.onError(_this);
                }
                onError();
            });
        };
        return TextFileAssetTask;
    })();
    BABYLON.TextFileAssetTask = TextFileAssetTask;
    var BinaryFileAssetTask = (function () {
        function BinaryFileAssetTask(name, url) {
            this.name = name;
            this.url = url;
            this.isCompleted = false;
        }
        BinaryFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
            var _this = this;
            BABYLON.Tools.LoadFile(this.url, function (data) {
                _this.data = data;
                _this.isCompleted = true;
                if (_this.onSuccess) {
                    _this.onSuccess(_this);
                }
                onSuccess();
            }, null, scene.database, true, function () {
                if (_this.onError) {
                    _this.onError(_this);
                }
                onError();
            });
        };
        return BinaryFileAssetTask;
    })();
    BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
    var ImageAssetTask = (function () {
        function ImageAssetTask(name, url) {
            this.name = name;
            this.url = url;
            this.isCompleted = false;
        }
        ImageAssetTask.prototype.run = function (scene, onSuccess, onError) {
            var _this = this;
            var img = new Image();
            img.onload = function () {
                _this.image = img;
                _this.isCompleted = true;
                if (_this.onSuccess) {
                    _this.onSuccess(_this);
                }
                onSuccess();
            };
            img.onerror = function () {
                if (_this.onError) {
                    _this.onError(_this);
                }
                onError();
            };
            img.src = this.url;
        };
        return ImageAssetTask;
    })();
    BABYLON.ImageAssetTask = ImageAssetTask;
    var TextureAssetTask = (function () {
        function TextureAssetTask(name, url, noMipmap, invertY, samplingMode) {
            if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
            this.name = name;
            this.url = url;
            this.noMipmap = noMipmap;
            this.invertY = invertY;
            this.samplingMode = samplingMode;
            this.isCompleted = false;
        }
        TextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
            var _this = this;
            var onload = function () {
                _this.isCompleted = true;
                if (_this.onSuccess) {
                    _this.onSuccess(_this);
                }
                onSuccess();
            };
            var onerror = function () {
                if (_this.onError) {
                    _this.onError(_this);
                }
                onError();
            };
            this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onError);
        };
        return TextureAssetTask;
    })();
    BABYLON.TextureAssetTask = TextureAssetTask;
    var AssetsManager = (function () {
        function AssetsManager(scene) {
            this._tasks = new Array();
            this._waitingTasksCount = 0;
            this.useDefaultLoadingScreen = true;
            this._scene = scene;
        }
        AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
            var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
            this._tasks.push(task);
            return task;
        };
        AssetsManager.prototype.addTextFileTask = function (taskName, url) {
            var task = new TextFileAssetTask(taskName, url);
            this._tasks.push(task);
            return task;
        };
        AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
            var task = new BinaryFileAssetTask(taskName, url);
            this._tasks.push(task);
            return task;
        };
        AssetsManager.prototype.addImageTask = function (taskName, url) {
            var task = new ImageAssetTask(taskName, url);
            this._tasks.push(task);
            return task;
        };
        AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
            if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
            var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
            this._tasks.push(task);
            return task;
        };
        AssetsManager.prototype._decreaseWaitingTasksCount = function () {
            this._waitingTasksCount--;
            if (this._waitingTasksCount === 0) {
                if (this.onFinish) {
                    this.onFinish(this._tasks);
                }
                this._scene.getEngine().hideLoadingUI();
            }
        };
        AssetsManager.prototype._runTask = function (task) {
            var _this = this;
            task.run(this._scene, function () {
                if (_this.onTaskSuccess) {
                    _this.onTaskSuccess(task);
                }
                _this._decreaseWaitingTasksCount();
            }, function () {
                if (_this.onTaskError) {
                    _this.onTaskError(task);
                }
                _this._decreaseWaitingTasksCount();
            });
        };
        AssetsManager.prototype.reset = function () {
            this._tasks = new Array();
            return this;
        };
        AssetsManager.prototype.load = function () {
            this._waitingTasksCount = this._tasks.length;
            if (this._waitingTasksCount === 0) {
                if (this.onFinish) {
                    this.onFinish(this._tasks);
                }
                return this;
            }
            if (this.useDefaultLoadingScreen) {
                this._scene.getEngine().displayLoadingUI();
            }
            for (var index = 0; index < this._tasks.length; index++) {
                var task = this._tasks[index];
                this._runTask(task);
            }
            return this;
        };
        return AssetsManager;
    })();
    BABYLON.AssetsManager = AssetsManager;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.assetsManager.js.map
var BABYLON;
(function (BABYLON) {
    var VRDeviceOrientationCamera = (function (_super) {
        __extends(VRDeviceOrientationCamera, _super);
        function VRDeviceOrientationCamera(name, position, scene) {
            _super.call(this, name, position, scene);
            this._alpha = 0;
            this._beta = 0;
            this._gamma = 0;
        }
        VRDeviceOrientationCamera.prototype._onOrientationEvent = function (evt) {
            this._alpha = +evt.alpha | 0;
            this._beta = +evt.beta | 0;
            this._gamma = +evt.gamma | 0;
            if (this._gamma < 0) {
                this._gamma = 90 + this._gamma;
            }
            else {
                // Incline it in the correct angle.
                this._gamma = 270 - this._gamma;
            }
            this.rotation.x = this._gamma / 180.0 * Math.PI;
            this.rotation.y = -this._alpha / 180.0 * Math.PI;
            this.rotation.z = this._beta / 180.0 * Math.PI;
        };
        return VRDeviceOrientationCamera;
    })(BABYLON.OculusCamera);
    BABYLON.VRDeviceOrientationCamera = VRDeviceOrientationCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.vrDeviceOrientationCamera.js.map
var BABYLON;
(function (BABYLON) {
    var WebVRCamera = (function (_super) {
        __extends(WebVRCamera, _super);
        function WebVRCamera(name, position, scene) {
            _super.call(this, name, position, scene);
            this._hmdDevice = null;
            this._sensorDevice = null;
            this._cacheState = null;
            this._cacheQuaternion = new BABYLON.Quaternion();
            this._cacheRotation = BABYLON.Vector3.Zero();
            this._vrEnabled = false;
            this._getWebVRDevices = this._getWebVRDevices.bind(this);
        }
        WebVRCamera.prototype._getWebVRDevices = function (devices) {
            var size = devices.length;
            var i = 0;
            // Reset devices.
            this._sensorDevice = null;
            this._hmdDevice = null;
            while (i < size && this._hmdDevice === null) {
                if (devices[i] instanceof HMDVRDevice) {
                    this._hmdDevice = devices[i];
                }
                i++;
            }
            i = 0;
            while (i < size && this._sensorDevice === null) {
                if (devices[i] instanceof PositionSensorVRDevice && (!this._hmdDevice || devices[i].hardwareUnitId === this._hmdDevice.hardwareUnitId)) {
                    this._sensorDevice = devices[i];
                }
                i++;
            }
            this._vrEnabled = this._sensorDevice && this._hmdDevice ? true : false;
        };
        WebVRCamera.prototype._update = function () {
            if (this._vrEnabled) {
                this._cacheState = this._sensorDevice.getState();
                this._cacheQuaternion.copyFromFloats(this._cacheState.orientation.x, this._cacheState.orientation.y, this._cacheState.orientation.z, this._cacheState.orientation.w);
                this._cacheQuaternion.toEulerAnglesToRef(this._cacheRotation);
                this.rotation.x = -this._cacheRotation.z;
                this.rotation.y = -this._cacheRotation.y;
                this.rotation.z = this._cacheRotation.x;
            }
            _super.prototype._update.call(this);
        };
        WebVRCamera.prototype.attachControl = function (element, noPreventDefault) {
            _super.prototype.attachControl.call(this, element, noPreventDefault);
            if (navigator.getVRDevices) {
                navigator.getVRDevices().then(this._getWebVRDevices);
            }
            else if (navigator.mozGetVRDevices) {
                navigator.mozGetVRDevices(this._getWebVRDevices);
            }
        };
        WebVRCamera.prototype.detachControl = function (element) {
            _super.prototype.detachControl.call(this, element);
            this._vrEnabled = false;
        };
        return WebVRCamera;
    })(BABYLON.OculusCamera);
    BABYLON.WebVRCamera = WebVRCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.webVRCamera.js.map
var BABYLON;
(function (BABYLON) {
    // Standard optimizations
    var SceneOptimization = (function () {
        function SceneOptimization(priority) {
            if (priority === void 0) { priority = 0; }
            this.priority = priority;
            this.apply = function (scene) {
                return true; // Return true if everything that can be done was applied
            };
        }
        return SceneOptimization;
    })();
    BABYLON.SceneOptimization = SceneOptimization;
    var TextureOptimization = (function (_super) {
        __extends(TextureOptimization, _super);
        function TextureOptimization(priority, maximumSize) {
            var _this = this;
            if (priority === void 0) { priority = 0; }
            if (maximumSize === void 0) { maximumSize = 1024; }
            _super.call(this, priority);
            this.priority = priority;
            this.maximumSize = maximumSize;
            this.apply = function (scene) {
                var allDone = true;
                for (var index = 0; index < scene.textures.length; index++) {
                    var texture = scene.textures[index];
                    if (!texture.canRescale) {
                        continue;
                    }
                    var currentSize = texture.getSize();
                    var maxDimension = Math.max(currentSize.width, currentSize.height);
                    if (maxDimension > _this.maximumSize) {
                        texture.scale(0.5);
                        allDone = false;
                    }
                }
                return allDone;
            };
        }
        return TextureOptimization;
    })(SceneOptimization);
    BABYLON.TextureOptimization = TextureOptimization;
    var HardwareScalingOptimization = (function (_super) {
        __extends(HardwareScalingOptimization, _super);
        function HardwareScalingOptimization(priority, maximumScale) {
            var _this = this;
            if (priority === void 0) { priority = 0; }
            if (maximumScale === void 0) { maximumScale = 2; }
            _super.call(this, priority);
            this.priority = priority;
            this.maximumScale = maximumScale;
            this._currentScale = 1;
            this.apply = function (scene) {
                _this._currentScale++;
                scene.getEngine().setHardwareScalingLevel(_this._currentScale);
                return _this._currentScale >= _this.maximumScale;
            };
        }
        return HardwareScalingOptimization;
    })(SceneOptimization);
    BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
    var ShadowsOptimization = (function (_super) {
        __extends(ShadowsOptimization, _super);
        function ShadowsOptimization() {
            _super.apply(this, arguments);
            this.apply = function (scene) {
                scene.shadowsEnabled = false;
                return true;
            };
        }
        return ShadowsOptimization;
    })(SceneOptimization);
    BABYLON.ShadowsOptimization = ShadowsOptimization;
    var PostProcessesOptimization = (function (_super) {
        __extends(PostProcessesOptimization, _super);
        function PostProcessesOptimization() {
            _super.apply(this, arguments);
            this.apply = function (scene) {
                scene.postProcessesEnabled = false;
                return true;
            };
        }
        return PostProcessesOptimization;
    })(SceneOptimization);
    BABYLON.PostProcessesOptimization = PostProcessesOptimization;
    var LensFlaresOptimization = (function (_super) {
        __extends(LensFlaresOptimization, _super);
        function LensFlaresOptimization() {
            _super.apply(this, arguments);
            this.apply = function (scene) {
                scene.lensFlaresEnabled = false;
                return true;
            };
        }
        return LensFlaresOptimization;
    })(SceneOptimization);
    BABYLON.LensFlaresOptimization = LensFlaresOptimization;
    var ParticlesOptimization = (function (_super) {
        __extends(ParticlesOptimization, _super);
        function ParticlesOptimization() {
            _super.apply(this, arguments);
            this.apply = function (scene) {
                scene.particlesEnabled = false;
                return true;
            };
        }
        return ParticlesOptimization;
    })(SceneOptimization);
    BABYLON.ParticlesOptimization = ParticlesOptimization;
    var RenderTargetsOptimization = (function (_super) {
        __extends(RenderTargetsOptimization, _super);
        function RenderTargetsOptimization() {
            _super.apply(this, arguments);
            this.apply = function (scene) {
                scene.renderTargetsEnabled = false;
                return true;
            };
        }
        return RenderTargetsOptimization;
    })(SceneOptimization);
    BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
    var MergeMeshesOptimization = (function (_super) {
        __extends(MergeMeshesOptimization, _super);
        function MergeMeshesOptimization() {
            var _this = this;
            _super.apply(this, arguments);
            this._canBeMerged = function (abstractMesh) {
                if (!(abstractMesh instanceof BABYLON.Mesh)) {
                    return false;
                }
                var mesh = abstractMesh;
                if (!mesh.isVisible || !mesh.isEnabled()) {
                    return false;
                }
                if (mesh.instances.length > 0) {
                    return false;
                }
                if (mesh.skeleton || mesh.hasLODLevels) {
                    return false;
                }
                return true;
            };
            this.apply = function (scene) {
                var globalPool = scene.meshes.slice(0);
                var globalLength = globalPool.length;
                for (var index = 0; index < globalLength; index++) {
                    var currentPool = new Array();
                    var current = globalPool[index];
                    // Checks
                    if (!_this._canBeMerged(current)) {
                        continue;
                    }
                    currentPool.push(current);
                    for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
                        var otherMesh = globalPool[subIndex];
                        if (!_this._canBeMerged(otherMesh)) {
                            continue;
                        }
                        if (otherMesh.material !== current.material) {
                            continue;
                        }
                        if (otherMesh.checkCollisions !== current.checkCollisions) {
                            continue;
                        }
                        currentPool.push(otherMesh);
                        globalLength--;
                        globalPool.splice(subIndex, 1);
                        subIndex--;
                    }
                    if (currentPool.length < 2) {
                        continue;
                    }
                    // Merge meshes
                    BABYLON.Mesh.MergeMeshes(currentPool);
                }
                return true;
            };
        }
        return MergeMeshesOptimization;
    })(SceneOptimization);
    BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
    // Options
    var SceneOptimizerOptions = (function () {
        function SceneOptimizerOptions(targetFrameRate, trackerDuration) {
            if (targetFrameRate === void 0) { targetFrameRate = 60; }
            if (trackerDuration === void 0) { trackerDuration = 2000; }
            this.targetFrameRate = targetFrameRate;
            this.trackerDuration = trackerDuration;
            this.optimizations = new Array();
        }
        SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
            var result = new SceneOptimizerOptions(targetFrameRate);
            var priority = 0;
            result.optimizations.push(new MergeMeshesOptimization(priority));
            result.optimizations.push(new ShadowsOptimization(priority));
            result.optimizations.push(new LensFlaresOptimization(priority));
            // Next priority
            priority++;
            result.optimizations.push(new PostProcessesOptimization(priority));
            result.optimizations.push(new ParticlesOptimization(priority));
            // Next priority
            priority++;
            result.optimizations.push(new TextureOptimization(priority, 1024));
            return result;
        };
        SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
            var result = new SceneOptimizerOptions(targetFrameRate);
            var priority = 0;
            result.optimizations.push(new MergeMeshesOptimization(priority));
            result.optimizations.push(new ShadowsOptimization(priority));
            result.optimizations.push(new LensFlaresOptimization(priority));
            // Next priority
            priority++;
            result.optimizations.push(new PostProcessesOptimization(priority));
            result.optimizations.push(new ParticlesOptimization(priority));
            // Next priority
            priority++;
            result.optimizations.push(new TextureOptimization(priority, 512));
            // Next priority
            priority++;
            result.optimizations.push(new RenderTargetsOptimization(priority));
            // Next priority
            priority++;
            result.optimizations.push(new HardwareScalingOptimization(priority, 2));
            return result;
        };
        SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
            var result = new SceneOptimizerOptions(targetFrameRate);
            var priority = 0;
            result.optimizations.push(new MergeMeshesOptimization(priority));
            result.optimizations.push(new ShadowsOptimization(priority));
            result.optimizations.push(new LensFlaresOptimization(priority));
            // Next priority
            priority++;
            result.optimizations.push(new PostProcessesOptimization(priority));
            result.optimizations.push(new ParticlesOptimization(priority));
            // Next priority
            priority++;
            result.optimizations.push(new TextureOptimization(priority, 256));
            // Next priority
            priority++;
            result.optimizations.push(new RenderTargetsOptimization(priority));
            // Next priority
            priority++;
            result.optimizations.push(new HardwareScalingOptimization(priority, 4));
            return result;
        };
        return SceneOptimizerOptions;
    })();
    BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
    // Scene optimizer tool
    var SceneOptimizer = (function () {
        function SceneOptimizer() {
        }
        SceneOptimizer._CheckCurrentState = function (scene, options, currentPriorityLevel, onSuccess, onFailure) {
            // TODO: add an epsilon
            if (scene.getEngine().getFps() >= options.targetFrameRate) {
                if (onSuccess) {
                    onSuccess();
                }
                return;
            }
            // Apply current level of optimizations
            var allDone = true;
            var noOptimizationApplied = true;
            for (var index = 0; index < options.optimizations.length; index++) {
                var optimization = options.optimizations[index];
                if (optimization.priority === currentPriorityLevel) {
                    noOptimizationApplied = false;
                    allDone = allDone && optimization.apply(scene);
                }
            }
            // If no optimization was applied, this is a failure :(
            if (noOptimizationApplied) {
                if (onFailure) {
                    onFailure();
                }
                return;
            }
            // If all optimizations were done, move to next level
            if (allDone) {
                currentPriorityLevel++;
            }
            // Let's the system running for a specific amount of time before checking FPS
            scene.executeWhenReady(function () {
                setTimeout(function () {
                    SceneOptimizer._CheckCurrentState(scene, options, currentPriorityLevel, onSuccess, onFailure);
                }, options.trackerDuration);
            });
        };
        SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
            if (!options) {
                options = SceneOptimizerOptions.ModerateDegradationAllowed();
            }
            // Let's the system running for a specific amount of time before checking FPS
            scene.executeWhenReady(function () {
                setTimeout(function () {
                    SceneOptimizer._CheckCurrentState(scene, options, 0, onSuccess, onFailure);
                }, options.trackerDuration);
            });
        };
        return SceneOptimizer;
    })();
    BABYLON.SceneOptimizer = SceneOptimizer;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.sceneOptimizer.js.mapvar BABYLON;
(function (BABYLON) {
    var Internals;
    (function (Internals) {
        var MeshLODLevel = (function () {
            function MeshLODLevel(distance, mesh) {
                this.distance = distance;
                this.mesh = mesh;
            }
            return MeshLODLevel;
        })();
        Internals.MeshLODLevel = MeshLODLevel;
    })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.meshLODLevel.js.mapvar BABYLON;
(function (BABYLON) {
    var AudioEngine = (function () {
        function AudioEngine() {
            this.audioContext = null;
            this.canUseWebAudio = false;
            this.WarnedWebAudioUnsupported = false;
            try {
                if (typeof AudioContext !== 'undefined') {
                    this.audioContext = new AudioContext();
                    this.canUseWebAudio = true;
                }
                else if (typeof webkitAudioContext !== 'undefined') {
                    this.audioContext = new webkitAudioContext();
                    this.canUseWebAudio = true;
                }
            }
            catch (e) {
                this.canUseWebAudio = false;
                BABYLON.Tools.Error("Web Audio: " + e.message);
            }
            // create a global volume gain node 
            if (this.canUseWebAudio) {
                this.masterGain = this.audioContext.createGain();
                this.masterGain.gain.value = 1;
                this.masterGain.connect(this.audioContext.destination);
            }
        }
        AudioEngine.prototype.dispose = function () {
            if (this.canUseWebAudio) {
                if (this._connectedAnalyser) {
                    this._connectedAnalyser.stopDebugCanvas();
                    this._connectedAnalyser.dispose();
                    this.masterGain.disconnect();
                    this.masterGain.connect(this.audioContext.destination);
                    this._connectedAnalyser = null;
                }
                this.masterGain.gain.value = 1;
            }
            this.WarnedWebAudioUnsupported = false;
        };
        AudioEngine.prototype.getGlobalVolume = function () {
            if (this.canUseWebAudio) {
                return this.masterGain.gain.value;
            }
            else {
                return -1;
            }
        };
        AudioEngine.prototype.setGlobalVolume = function (newVolume) {
            if (this.canUseWebAudio) {
                this.masterGain.gain.value = newVolume;
            }
        };
        AudioEngine.prototype.connectToAnalyser = function (analyser) {
            if (this._connectedAnalyser) {
                this._connectedAnalyser.stopDebugCanvas();
            }
            this._connectedAnalyser = analyser;
            if (this.canUseWebAudio) {
                this.masterGain.disconnect();
                this._connectedAnalyser.connectAudioNodes(this.masterGain, this.audioContext.destination);
            }
        };
        return AudioEngine;
    })();
    BABYLON.AudioEngine = AudioEngine;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.audioEngine.js.mapvar BABYLON;
(function (BABYLON) {
    var Sound = (function () {
        /**
        * Create a sound and attach it to a scene
        * @param name Name of your sound
        * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
        * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
        * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel
        */
        function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
            var _this = this;
            this.autoplay = false;
            this.loop = false;
            this.useCustomAttenuation = false;
            this.spatialSound = false;
            this.refDistance = 1;
            this.rolloffFactor = 1;
            this.maxDistance = 100;
            this.distanceModel = "linear";
            this._panningModel = "equalpower";
            this._playbackRate = 1;
            this._startTime = 0;
            this._startOffset = 0;
            this._position = BABYLON.Vector3.Zero();
            this._localDirection = new BABYLON.Vector3(1, 0, 0);
            this._volume = 1;
            this._isLoaded = false;
            this._isReadyToPlay = false;
            this.isPlaying = false;
            this.isPaused = false;
            this._isDirectional = false;
            // Used if you'd like to create a directional sound.
            // If not set, the sound will be omnidirectional
            this._coneInnerAngle = 360;
            this._coneOuterAngle = 360;
            this._coneOuterGain = 0;
            this.name = name;
            this._scene = scene;
            this._readyToPlayCallback = readyToPlayCallback;
            // Default custom attenuation function is a linear attenuation
            this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
                if (currentDistance < maxDistance) {
                    return currentVolume * (1 - currentDistance / maxDistance);
                }
                else {
                    return 0;
                }
            };
            if (options) {
                this.autoplay = options.autoplay || false;
                this.loop = options.loop || false;
                // if volume === 0, we need another way to check this option
                if (options.volume !== undefined) {
                    this._volume = options.volume;
                }
                this.spatialSound = options.spatialSound || false;
                this.maxDistance = options.maxDistance || 100;
                this.useCustomAttenuation = options.useCustomAttenuation || false;
                this.rolloffFactor = options.rolloffFactor || 1;
                this.refDistance = options.refDistance || 1;
                this.distanceModel = options.distanceModel || "linear";
                this._playbackRate = options.playbackRate || 1;
            }
            if (BABYLON.Engine.audioEngine.canUseWebAudio) {
                this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
                this._soundGain.gain.value = this._volume;
                this._inputAudioNode = this._soundGain;
                this._ouputAudioNode = this._soundGain;
                if (this.spatialSound) {
                    this._createSpatialParameters();
                }
                this._scene.mainSoundTrack.AddSound(this);
                // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
                if (urlOrArrayBuffer) {
                    // If it's an URL
                    if (typeof (urlOrArrayBuffer) === "string") {
                        BABYLON.Tools.LoadFile(urlOrArrayBuffer, function (data) {
                            _this._soundLoaded(data);
                        }, null, null, true);
                    }
                    else {
                        if (urlOrArrayBuffer instanceof ArrayBuffer) {
                            this._soundLoaded(urlOrArrayBuffer);
                        }
                        else {
                            BABYLON.Tools.Error("Parameter must be a URL to the sound or an ArrayBuffer of the sound.");
                        }
                    }
                }
            }
            else {
                // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
                this._scene.mainSoundTrack.AddSound(this);
                if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
                    BABYLON.Tools.Error("Web Audio is not supported by your browser.");
                    BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
                }
                // Simulating a ready to play event to avoid breaking code for non web audio browsers
                if (this._readyToPlayCallback) {
                    window.setTimeout(function () {
                        _this._readyToPlayCallback();
                    }, 1000);
                }
            }
        }
        Sound.prototype.dispose = function () {
            if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isReadyToPlay) {
                if (this.isPlaying) {
                    this.stop();
                }
                this._isReadyToPlay = false;
                if (this.soundTrackId === -1) {
                    this._scene.mainSoundTrack.RemoveSound(this);
                }
                else {
                    this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
                }
                if (this._soundGain) {
                    this._soundGain.disconnect();
                    this._soundGain = null;
                }
                if (this._soundPanner) {
                    this._soundPanner.disconnect();
                    this._soundPanner = null;
                }
                if (this._soundSource) {
                    this._soundSource.disconnect();
                    this._soundSource = null;
                }
                this._audioBuffer = null;
                if (this._connectedMesh) {
                    this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
                    this._connectedMesh = null;
                }
            }
        };
        Sound.prototype._soundLoaded = function (audioData) {
            var _this = this;
            this._isLoaded = true;
            BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
                _this._audioBuffer = buffer;
                _this._isReadyToPlay = true;
                if (_this.autoplay) {
                    _this.play();
                }
                if (_this._readyToPlayCallback) {
                    _this._readyToPlayCallback();
                }
            }, function (error) {
                BABYLON.Tools.Error("Error while decoding audio data: " + error.err);
            });
        };
        Sound.prototype.setAudioBuffer = function (audioBuffer) {
            if (BABYLON.Engine.audioEngine.canUseWebAudio) {
                this._audioBuffer = audioBuffer;
                this._isReadyToPlay = true;
            }
        };
        Sound.prototype.updateOptions = function (options) {
            if (options) {
                this.loop = options.loop || this.loop;
                this.maxDistance = options.maxDistance || this.maxDistance;
                this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
                this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
                this.refDistance = options.refDistance || this.refDistance;
                this.distanceModel = options.distanceModel || this.distanceModel;
                this._playbackRate = options.playbackRate || this._playbackRate;
            }
        };
        Sound.prototype._createSpatialParameters = function () {
            if (BABYLON.Engine.audioEngine.canUseWebAudio) {
                if (this._scene.headphone) {
                    this._panningModel = "HRTF";
                }
                this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
                if (this.useCustomAttenuation) {
                    // Tricks to disable in a way embedded Web Audio attenuation 
                    this._soundPanner.distanceModel = "linear";
                    this._soundPanner.maxDistance = Number.MAX_VALUE;
                    this._soundPanner.refDistance = 1;
                    this._soundPanner.rolloffFactor = 1;
                    this._soundPanner.panningModel = this._panningModel;
                }
                else {
                    this._soundPanner.distanceModel = this.distanceModel;
                    this._soundPanner.maxDistance = this.maxDistance;
                    this._soundPanner.refDistance = this.refDistance;
                    this._soundPanner.rolloffFactor = this.rolloffFactor;
                    this._soundPanner.panningModel = this._panningModel;
                }
                this._soundPanner.connect(this._ouputAudioNode);
                this._inputAudioNode = this._soundPanner;
            }
        };
        Sound.prototype.switchPanningModelToHRTF = function () {
            this._panningModel = "HRTF";
            this._switchPanningModel();
        };
        Sound.prototype.switchPanningModelToEqualPower = function () {
            this._panningModel = "equalpower";
            this._switchPanningModel();
        };
        Sound.prototype._switchPanningModel = function () {
            if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound) {
                this._soundPanner.panningModel = this._panningModel;
            }
        };
        Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
            if (BABYLON.Engine.audioEngine.canUseWebAudio) {
                this._ouputAudioNode.disconnect();
                this._ouputAudioNode.connect(soundTrackAudioNode);
            }
        };
        /**
        * Transform this sound into a directional source
        * @param coneInnerAngle Size of the inner cone in degree
        * @param coneOuterAngle Size of the outer cone in degree
        * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
        */
        Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
            if (coneOuterAngle < coneInnerAngle) {
                BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
                return;
            }
            this._coneInnerAngle = coneInnerAngle;
            this._coneOuterAngle = coneOuterAngle;
            this._coneOuterGain = coneOuterGain;
            this._isDirectional = true;
            if (this.isPlaying && this.loop) {
                this.stop();
                this.play();
            }
        };
        Sound.prototype.setPosition = function (newPosition) {
            this._position = newPosition;
            if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound) {
                this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
            }
        };
        Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
            this._localDirection = newLocalDirection;
            if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.isPlaying) {
                this._updateDirection();
            }
        };
        Sound.prototype._updateDirection = function () {
            var mat = this._connectedMesh.getWorldMatrix();
            var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
            direction.normalize();
            this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
        };
        Sound.prototype.updateDistanceFromListener = function () {
            if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.useCustomAttenuation) {
                var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera);
                this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
            }
        };
        Sound.prototype.setAttenuationFunction = function (callback) {
            this._customAttenuationFunction = callback;
        };
        /**
        * Play the sound
        * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
        */
        Sound.prototype.play = function (time) {
            var _this = this;
            if (this._isReadyToPlay && this._scene.audioEnabled) {
                try {
                    var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
                    if (!this._soundSource) {
                        if (this.spatialSound) {
                            this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
                            if (this._isDirectional) {
                                this._soundPanner.coneInnerAngle = this._coneInnerAngle;
                                this._soundPanner.coneOuterAngle = this._coneOuterAngle;
                                this._soundPanner.coneOuterGain = this._coneOuterGain;
                                if (this._connectedMesh) {
                                    this._updateDirection();
                                }
                                else {
                                    this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
                                }
                            }
                        }
                    }
                    this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
                    this._soundSource.buffer = this._audioBuffer;
                    this._soundSource.connect(this._inputAudioNode);
                    this._soundSource.loop = this.loop;
                    this._soundSource.playbackRate.value = this._playbackRate;
                    this._startTime = startTime;
                    this._soundSource.onended = function () {
                        _this._onended();
                    };
                    this._soundSource.start(this._startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : 0);
                    this.isPlaying = true;
                    this.isPaused = false;
                }
                catch (ex) {
                    BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
                }
            }
        };
        Sound.prototype._onended = function () {
            this.isPlaying = false;
            if (this.onended) {
                this.onended();
            }
        };
        /**
        * Stop the sound
        * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
        */
        Sound.prototype.stop = function (time) {
            if (this.isPlaying) {
                var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
                this._soundSource.stop(stopTime);
                this.isPlaying = false;
            }
        };
        Sound.prototype.pause = function () {
            if (this.isPlaying) {
                this.stop(0);
                this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
                this.isPaused = true;
            }
        };
        Sound.prototype.setVolume = function (newVolume, time) {
            if (BABYLON.Engine.audioEngine.canUseWebAudio && !this.spatialSound) {
                if (time) {
                    this._soundGain.gain.linearRampToValueAtTime(this._volume, BABYLON.Engine.audioEngine.audioContext.currentTime);
                    this._soundGain.gain.linearRampToValueAtTime(newVolume, time);
                }
                else {
                    this._soundGain.gain.value = newVolume;
                }
            }
            this._volume = newVolume;
        };
        Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
            this._playbackRate = newPlaybackRate;
            if (this.isPlaying) {
                this._soundSource.playbackRate.value = this._playbackRate;
            }
        };
        Sound.prototype.getVolume = function () {
            return this._volume;
        };
        Sound.prototype.attachToMesh = function (meshToConnectTo) {
            var _this = this;
            this._connectedMesh = meshToConnectTo;
            if (!this.spatialSound) {
                this._createSpatialParameters();
                this.spatialSound = true;
                if (this.isPlaying && this.loop) {
                    this.stop();
                    this.play();
                }
            }
            this._onRegisterAfterWorldMatrixUpdate(this._connectedMesh);
            this._registerFunc = function (connectedMesh) { return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh); };
            meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc);
        };
        Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (connectedMesh) {
            this.setPosition(connectedMesh.getBoundingInfo().boundingSphere.centerWorld);
            if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
                this._updateDirection();
            }
        };
        return Sound;
    })();
    BABYLON.Sound = Sound;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.sound.js.mapvar BABYLON;
(function (BABYLON) {
    var SoundTrack = (function () {
        function SoundTrack(scene, options) {
            this.id = -1;
            this._isMainTrack = false;
            this._scene = scene;
            this._audioEngine = BABYLON.Engine.audioEngine;
            this.soundCollection = new Array();
            if (this._audioEngine.canUseWebAudio) {
                this._trackGain = this._audioEngine.audioContext.createGain();
                this._trackGain.connect(this._audioEngine.masterGain);
                if (options) {
                    if (options.volume) {
                        this._trackGain.gain.value = options.volume;
                    }
                    if (options.mainTrack) {
                        this._isMainTrack = options.mainTrack;
                    }
                }
            }
            if (!this._isMainTrack) {
                this._scene.soundTracks.push(this);
                this.id = this._scene.soundTracks.length - 1;
            }
        }
        SoundTrack.prototype.dispose = function () {
            if (this._audioEngine.canUseWebAudio) {
                if (this._connectedAnalyser) {
                    this._connectedAnalyser.stopDebugCanvas();
                }
                while (this.soundCollection.length) {
                    this.soundCollection[0].dispose();
                }
                this._trackGain.disconnect();
                this._trackGain = null;
            }
        };
        SoundTrack.prototype.AddSound = function (sound) {
            if (BABYLON.Engine.audioEngine.canUseWebAudio) {
                sound.connectToSoundTrackAudioNode(this._trackGain);
            }
            if (sound.soundTrackId) {
                if (sound.soundTrackId === -1) {
                    this._scene.mainSoundTrack.RemoveSound(sound);
                }
                else {
                    this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
                }
            }
            this.soundCollection.push(sound);
            sound.soundTrackId = this.id;
        };
        SoundTrack.prototype.RemoveSound = function (sound) {
            var index = this.soundCollection.indexOf(sound);
            if (index !== -1) {
                this.soundCollection.splice(index, 1);
            }
        };
        SoundTrack.prototype.setVolume = function (newVolume) {
            if (this._audioEngine.canUseWebAudio) {
                this._trackGain.gain.value = newVolume;
            }
        };
        SoundTrack.prototype.switchPanningModelToHRTF = function () {
            if (BABYLON.Engine.audioEngine.canUseWebAudio) {
                for (var i = 0; i < this.soundCollection.length; i++) {
                    this.soundCollection[i].switchPanningModelToHRTF();
                }
            }
        };
        SoundTrack.prototype.switchPanningModelToEqualPower = function () {
            if (BABYLON.Engine.audioEngine.canUseWebAudio) {
                for (var i = 0; i < this.soundCollection.length; i++) {
                    this.soundCollection[i].switchPanningModelToEqualPower();
                }
            }
        };
        SoundTrack.prototype.connectToAnalyser = function (analyser) {
            if (this._connectedAnalyser) {
                this._connectedAnalyser.stopDebugCanvas();
            }
            this._connectedAnalyser = analyser;
            if (this._audioEngine.canUseWebAudio) {
                this._trackGain.disconnect();
                this._connectedAnalyser.connectAudioNodes(this._trackGain, this._audioEngine.masterGain);
            }
        };
        return SoundTrack;
    })();
    BABYLON.SoundTrack = SoundTrack;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.soundtrack.js.mapvar BABYLON;
(function (BABYLON) {
    var DebugLayer = (function () {
        function DebugLayer(scene) {
            var _this = this;
            this._transformationMatrix = BABYLON.Matrix.Identity();
            this._enabled = false;
            this._labelsEnabled = false;
            this._displayStatistics = true;
            this._displayTree = false;
            this._displayLogs = false;
            this._identityMatrix = BABYLON.Matrix.Identity();
            this.axisRatio = 0.02;
            this.accentColor = "orange";
            this._scene = scene;
            this._syncPositions = function () {
                var engine = _this._scene.getEngine();
                var canvasRect = engine.getRenderingCanvasClientRect();
                if (_this._showUI) {
                    _this._statsDiv.style.left = (canvasRect.width - 410) + "px";
                    _this._statsDiv.style.top = (canvasRect.height - 290) + "px";
                    _this._statsDiv.style.width = "400px";
                    _this._statsDiv.style.height = "auto";
                    _this._statsSubsetDiv.style.maxHeight = "240px";
                    _this._optionsDiv.style.left = "0px";
                    _this._optionsDiv.style.top = "10px";
                    _this._optionsDiv.style.width = "200px";
                    _this._optionsDiv.style.height = "auto";
                    _this._optionsSubsetDiv.style.maxHeight = (canvasRect.height - 225) + "px";
                    _this._logDiv.style.left = "0px";
                    _this._logDiv.style.top = (canvasRect.height - 170) + "px";
                    _this._logDiv.style.width = "600px";
                    _this._logDiv.style.height = "160px";
                    _this._treeDiv.style.left = (canvasRect.width - 310) + "px";
                    _this._treeDiv.style.top = "10px";
                    _this._treeDiv.style.width = "300px";
                    _this._treeDiv.style.height = "auto";
                    _this._treeSubsetDiv.style.maxHeight = (canvasRect.height - 340) + "px";
                }
                _this._globalDiv.style.left = canvasRect.left + "px";
                _this._globalDiv.style.top = canvasRect.top + "px";
                _this._drawingCanvas.style.left = "0px";
                _this._drawingCanvas.style.top = "0px";
                _this._drawingCanvas.style.width = engine.getRenderWidth() + "px";
                _this._drawingCanvas.style.height = engine.getRenderHeight() + "px";
                var devicePixelRatio = window.devicePixelRatio || 1;
                var context = _this._drawingContext;
                var backingStoreRatio = context.webkitBackingStorePixelRatio || context.mozBackingStorePixelRatio || context.msBackingStorePixelRatio || context.oBackingStorePixelRatio || context.backingStorePixelRatio || 1;
                _this._ratio = devicePixelRatio / backingStoreRatio;
                _this._drawingCanvas.width = engine.getRenderWidth() * _this._ratio;
                _this._drawingCanvas.height = engine.getRenderHeight() * _this._ratio;
            };
            this._onCanvasClick = function (evt) {
                _this._clickPosition = {
                    x: evt.clientX * _this._ratio,
                    y: evt.clientY * _this._ratio
                };
            };
            this._syncUI = function () {
                if (_this._showUI) {
                    if (_this._displayStatistics) {
                        _this._displayStats();
                        _this._statsDiv.style.display = "";
                    }
                    else {
                        _this._statsDiv.style.display = "none";
                    }
                    if (_this._displayLogs) {
                        _this._logDiv.style.display = "";
                    }
                    else {
                        _this._logDiv.style.display = "none";
                    }
                    if (_this._displayTree) {
                        _this._treeDiv.style.display = "";
                        if (_this._needToRefreshMeshesTree) {
                            _this._needToRefreshMeshesTree = false;
                            _this._refreshMeshesTreeContent();
                        }
                    }
                    else {
                        _this._treeDiv.style.display = "none";
                    }
                }
            };
            this._syncData = function () {
                if (_this._labelsEnabled || !_this._showUI) {
                    _this._camera.getViewMatrix().multiplyToRef(_this._camera.getProjectionMatrix(), _this._transformationMatrix);
                    _this._drawingContext.clearRect(0, 0, _this._drawingCanvas.width, _this._drawingCanvas.height);
                    var engine = _this._scene.getEngine();
                    var viewport = _this._camera.viewport;
                    var globalViewport = viewport.toGlobal(engine);
                    // Meshes
                    var meshes = _this._camera.getActiveMeshes();
                    for (var index = 0; index < meshes.length; index++) {
                        var mesh = meshes.data[index];
                        var position = mesh.getBoundingInfo().boundingSphere.center;
                        var projectedPosition = BABYLON.Vector3.Project(position, mesh.getWorldMatrix(), _this._transformationMatrix, globalViewport);
                        if (mesh.renderOverlay || _this.shouldDisplayAxis && _this.shouldDisplayAxis(mesh)) {
                            _this._renderAxis(projectedPosition, mesh, globalViewport);
                        }
                        if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(mesh)) {
                            _this._renderLabel(mesh.name, projectedPosition, 12, function () {
                                mesh.renderOverlay = !mesh.renderOverlay;
                            }, function () {
                                return mesh.renderOverlay ? 'red' : 'black';
                            });
                        }
                    }
                    // Cameras
                    var cameras = _this._scene.cameras;
                    for (index = 0; index < cameras.length; index++) {
                        var camera = cameras[index];
                        if (camera === _this._camera) {
                            continue;
                        }
                        projectedPosition = BABYLON.Vector3.Project(BABYLON.Vector3.Zero(), camera.getWorldMatrix(), _this._transformationMatrix, globalViewport);
                        if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(camera)) {
                            _this._renderLabel(camera.name, projectedPosition, 12, function () {
                                _this._camera.detachControl(engine.getRenderingCanvas());
                                _this._camera = camera;
                                _this._camera.attachControl(engine.getRenderingCanvas());
                            }, function () {
                                return "purple";
                            });
                        }
                    }
                    // Lights
                    var lights = _this._scene.lights;
                    for (index = 0; index < lights.length; index++) {
                        var light = lights[index];
                        if (light.position) {
                            projectedPosition = BABYLON.Vector3.Project(light.getAbsolutePosition(), _this._identityMatrix, _this._transformationMatrix, globalViewport);
                            if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(light)) {
                                _this._renderLabel(light.name, projectedPosition, -20, function () {
                                    light.setEnabled(!light.isEnabled());
                                }, function () {
                                    return light.isEnabled() ? "orange" : "gray";
                                });
                            }
                        }
                    }
                }
                _this._clickPosition = undefined;
            };
        }
        DebugLayer.prototype._refreshMeshesTreeContent = function () {
            while (this._treeSubsetDiv.hasChildNodes()) {
                this._treeSubsetDiv.removeChild(this._treeSubsetDiv.lastChild);
            }
            // Add meshes
            var sortedArray = this._scene.meshes.slice(0, this._scene.meshes.length);
            sortedArray.sort(function (a, b) {
                if (a.name === b.name) {
                    return 0;
                }
                return (a.name > b.name) ? 1 : -1;
            });
            for (var index = 0; index < sortedArray.length; index++) {
                var mesh = sortedArray[index];
                if (!mesh.isEnabled()) {
                    continue;
                }
                this._generateAdvancedCheckBox(this._treeSubsetDiv, mesh.name, mesh.getTotalVertices() + " verts", mesh.isVisible, function (element, m) {
                    m.isVisible = element.checked;
                }, mesh);
            }
        };
        DebugLayer.prototype._renderSingleAxis = function (zero, unit, unitText, label, color) {
            this._drawingContext.beginPath();
            this._drawingContext.moveTo(zero.x, zero.y);
            this._drawingContext.lineTo(unit.x, unit.y);
            this._drawingContext.strokeStyle = color;
            this._drawingContext.lineWidth = 4;
            this._drawingContext.stroke();
            this._drawingContext.font = "normal 14px Segoe UI";
            this._drawingContext.fillStyle = color;
            this._drawingContext.fillText(label, unitText.x, unitText.y);
        };
        DebugLayer.prototype._renderAxis = function (projectedPosition, mesh, globalViewport) {
            var position = mesh.getBoundingInfo().boundingSphere.center;
            var worldMatrix = mesh.getWorldMatrix();
            var unprojectedVector = BABYLON.Vector3.UnprojectFromTransform(projectedPosition.add(new BABYLON.Vector3(this._drawingCanvas.width * this.axisRatio, 0, 0)), globalViewport.width, globalViewport.height, worldMatrix, this._transformationMatrix);
            var unit = (unprojectedVector.subtract(position)).length();
            var xAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(unit, 0, 0)), worldMatrix, this._transformationMatrix, globalViewport);
            var xAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(unit * 1.5, 0, 0)), worldMatrix, this._transformationMatrix, globalViewport);
            this._renderSingleAxis(projectedPosition, xAxis, xAxisText, "x", "#FF0000");
            var yAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, unit, 0)), worldMatrix, this._transformationMatrix, globalViewport);
            var yAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, unit * 1.5, 0)), worldMatrix, this._transformationMatrix, globalViewport);
            this._renderSingleAxis(projectedPosition, yAxis, yAxisText, "y", "#00FF00");
            var zAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, 0, unit)), worldMatrix, this._transformationMatrix, globalViewport);
            var zAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, 0, unit * 1.5)), worldMatrix, this._transformationMatrix, globalViewport);
            this._renderSingleAxis(projectedPosition, zAxis, zAxisText, "z", "#0000FF");
        };
        DebugLayer.prototype._renderLabel = function (text, projectedPosition, labelOffset, onClick, getFillStyle) {
            if (projectedPosition.z > 0 && projectedPosition.z < 1.0) {
                this._drawingContext.font = "normal 12px Segoe UI";
                var textMetrics = this._drawingContext.measureText(text);
                var centerX = projectedPosition.x - textMetrics.width / 2;
                var centerY = projectedPosition.y;
                var clientRect = this._drawingCanvas.getBoundingClientRect();
                if (this._showUI && this._isClickInsideRect(clientRect.left * this._ratio + centerX - 5, clientRect.top * this._ratio + centerY - labelOffset - 12, textMetrics.width + 10, 17)) {
                    onClick();
                }
                this._drawingContext.beginPath();
                this._drawingContext.rect(centerX - 5, centerY - labelOffset - 12, textMetrics.width + 10, 17);
                this._drawingContext.fillStyle = getFillStyle();
                this._drawingContext.globalAlpha = 0.5;
                this._drawingContext.fill();
                this._drawingContext.globalAlpha = 1.0;
                this._drawingContext.strokeStyle = '#FFFFFF';
                this._drawingContext.lineWidth = 1;
                this._drawingContext.stroke();
                this._drawingContext.fillStyle = "#FFFFFF";
                this._drawingContext.fillText(text, centerX, centerY - labelOffset);
                this._drawingContext.beginPath();
                this._drawingContext.arc(projectedPosition.x, centerY, 5, 0, 2 * Math.PI, false);
                this._drawingContext.fill();
            }
        };
        DebugLayer.prototype._isClickInsideRect = function (x, y, width, height) {
            if (!this._clickPosition) {
                return false;
            }
            if (this._clickPosition.x < x || this._clickPosition.x > x + width) {
                return false;
            }
            if (this._clickPosition.y < y || this._clickPosition.y > y + height) {
                return false;
            }
            return true;
        };
        DebugLayer.prototype.isVisible = function () {
            return this._enabled;
        };
        DebugLayer.prototype.hide = function () {
            if (!this._enabled) {
                return;
            }
            this._enabled = false;
            var engine = this._scene.getEngine();
            this._scene.unregisterBeforeRender(this._syncData);
            this._scene.unregisterAfterRender(this._syncUI);
            document.body.removeChild(this._globalDiv);
            window.removeEventListener("resize", this._syncPositions);
            this._scene.forceShowBoundingBoxes = false;
            this._scene.forceWireframe = false;
            BABYLON.StandardMaterial.DiffuseTextureEnabled = true;
            BABYLON.StandardMaterial.AmbientTextureEnabled = true;
            BABYLON.StandardMaterial.SpecularTextureEnabled = true;
            BABYLON.StandardMaterial.EmissiveTextureEnabled = true;
            BABYLON.StandardMaterial.BumpTextureEnabled = true;
            BABYLON.StandardMaterial.OpacityTextureEnabled = true;
            BABYLON.StandardMaterial.ReflectionTextureEnabled = true;
            this._scene.shadowsEnabled = true;
            this._scene.particlesEnabled = true;
            this._scene.postProcessesEnabled = true;
            this._scene.collisionsEnabled = true;
            this._scene.lightsEnabled = true;
            this._scene.texturesEnabled = true;
            this._scene.lensFlaresEnabled = true;
            this._scene.proceduralTexturesEnabled = true;
            this._scene.renderTargetsEnabled = true;
            engine.getRenderingCanvas().removeEventListener("click", this._onCanvasClick);
        };
        DebugLayer.prototype.show = function (showUI, camera) {
            if (showUI === void 0) { showUI = true; }
            if (camera === void 0) { camera = null; }
            if (this._enabled) {
                return;
            }
            this._enabled = true;
            if (camera) {
                this._camera = camera;
            }
            else {
                this._camera = this._scene.activeCamera;
            }
            this._showUI = showUI;
            var engine = this._scene.getEngine();
            this._globalDiv = document.createElement("div");
            document.body.appendChild(this._globalDiv);
            this._generateDOMelements();
            window.addEventListener("resize", this._syncPositions);
            engine.getRenderingCanvas().addEventListener("click", this._onCanvasClick);
            this._syncPositions();
            this._scene.registerBeforeRender(this._syncData);
            this._scene.registerAfterRender(this._syncUI);
        };
        DebugLayer.prototype._clearLabels = function () {
            this._drawingContext.clearRect(0, 0, this._drawingCanvas.width, this._drawingCanvas.height);
            for (var index = 0; index < this._scene.meshes.length; index++) {
                var mesh = this._scene.meshes[index];
                mesh.renderOverlay = false;
            }
        };
        DebugLayer.prototype._generateheader = function (root, text) {
            var header = document.createElement("div");
            header.innerHTML = text + "&nbsp;";
            header.style.textAlign = "right";
            header.style.width = "100%";
            header.style.color = "white";
            header.style.backgroundColor = "Black";
            header.style.padding = "5px 5px 4px 0px";
            header.style.marginLeft = "-5px";
            header.style.fontWeight = "bold";
            root.appendChild(header);
        };
        DebugLayer.prototype._generateTexBox = function (root, title, color) {
            var label = document.createElement("label");
            label.innerHTML = title;
            label.style.color = color;
            root.appendChild(label);
            root.appendChild(document.createElement("br"));
        };
        DebugLayer.prototype._generateAdvancedCheckBox = function (root, leftTitle, rightTitle, initialState, task, tag) {
            if (tag === void 0) { tag = null; }
            var label = document.createElement("label");
            var boundingBoxesCheckbox = document.createElement("input");
            boundingBoxesCheckbox.type = "checkbox";
            boundingBoxesCheckbox.checked = initialState;
            boundingBoxesCheckbox.addEventListener("change", function (evt) {
                task(evt.target, tag);
            });
            label.appendChild(boundingBoxesCheckbox);
            var container = document.createElement("span");
            var leftPart = document.createElement("span");
            var rightPart = document.createElement("span");
            rightPart.style.cssFloat = "right";
            leftPart.innerHTML = leftTitle;
            rightPart.innerHTML = rightTitle;
            rightPart.style.fontSize = "12px";
            rightPart.style.maxWidth = "200px";
            container.appendChild(leftPart);
            container.appendChild(rightPart);
            label.appendChild(container);
            root.appendChild(label);
            root.appendChild(document.createElement("br"));
        };
        DebugLayer.prototype._generateCheckBox = function (root, title, initialState, task, tag) {
            if (tag === void 0) { tag = null; }
            var label = document.createElement("label");
            var checkBox = document.createElement("input");
            checkBox.type = "checkbox";
            checkBox.checked = initialState;
            checkBox.addEventListener("change", function (evt) {
                task(evt.target, tag);
            });
            label.appendChild(checkBox);
            label.appendChild(document.createTextNode(title));
            root.appendChild(label);
            root.appendChild(document.createElement("br"));
        };
        DebugLayer.prototype._generateButton = function (root, title, task, tag) {
            if (tag === void 0) { tag = null; }
            var button = document.createElement("button");
            button.innerHTML = title;
            button.style.height = "24px";
            button.style.color = "#444444";
            button.style.border = "1px solid white";
            button.className = "debugLayerButton";
            button.addEventListener("click", function (evt) {
                task(evt.target, tag);
            });
            root.appendChild(button);
            root.appendChild(document.createElement("br"));
        };
        DebugLayer.prototype._generateRadio = function (root, title, name, initialState, task, tag) {
            if (tag === void 0) { tag = null; }
            var label = document.createElement("label");
            var boundingBoxesRadio = document.createElement("input");
            boundingBoxesRadio.type = "radio";
            boundingBoxesRadio.name = name;
            boundingBoxesRadio.checked = initialState;
            boundingBoxesRadio.addEventListener("change", function (evt) {
                task(evt.target, tag);
            });
            label.appendChild(boundingBoxesRadio);
            label.appendChild(document.createTextNode(title));
            root.appendChild(label);
            root.appendChild(document.createElement("br"));
        };
        DebugLayer.prototype._generateDOMelements = function () {
            var _this = this;
            this._globalDiv.id = "DebugLayer";
            this._globalDiv.style.position = "absolute";
            this._globalDiv.style.fontFamily = "Segoe UI, Arial";
            this._globalDiv.style.fontSize = "14px";
            this._globalDiv.style.color = "white";
            // Drawing canvas
            this._drawingCanvas = document.createElement("canvas");
            this._drawingCanvas.id = "DebugLayerDrawingCanvas";
            this._drawingCanvas.style.position = "absolute";
            this._drawingCanvas.style.pointerEvents = "none";
            this._drawingContext = this._drawingCanvas.getContext("2d");
            this._globalDiv.appendChild(this._drawingCanvas);
            if (this._showUI) {
                var background = "rgba(128, 128, 128, 0.4)";
                var border = "rgb(180, 180, 180) solid 1px";
                // Stats
                this._statsDiv = document.createElement("div");
                this._statsDiv.id = "DebugLayerStats";
                this._statsDiv.style.border = border;
                this._statsDiv.style.position = "absolute";
                this._statsDiv.style.background = background;
                this._statsDiv.style.padding = "0px 0px 0px 5px";
                this._generateheader(this._statsDiv, "STATISTICS");
                this._statsSubsetDiv = document.createElement("div");
                this._statsSubsetDiv.style.paddingTop = "5px";
                this._statsSubsetDiv.style.paddingBottom = "5px";
                this._statsSubsetDiv.style.overflowY = "auto";
                this._statsDiv.appendChild(this._statsSubsetDiv);
                // Tree
                this._treeDiv = document.createElement("div");
                this._treeDiv.id = "DebugLayerTree";
                this._treeDiv.style.border = border;
                this._treeDiv.style.position = "absolute";
                this._treeDiv.style.background = background;
                this._treeDiv.style.padding = "0px 0px 0px 5px";
                this._treeDiv.style.display = "none";
                this._generateheader(this._treeDiv, "MESHES TREE");
                this._treeSubsetDiv = document.createElement("div");
                this._treeSubsetDiv.style.paddingTop = "5px";
                this._treeSubsetDiv.style.paddingRight = "5px";
                this._treeSubsetDiv.style.overflowY = "auto";
                this._treeSubsetDiv.style.maxHeight = "300px";
                this._treeDiv.appendChild(this._treeSubsetDiv);
                this._needToRefreshMeshesTree = true;
                // Logs
                this._logDiv = document.createElement("div");
                this._logDiv.style.border = border;
                this._logDiv.id = "DebugLayerLogs";
                this._logDiv.style.position = "absolute";
                this._logDiv.style.background = background;
                this._logDiv.style.padding = "0px 0px 0px 5px";
                this._logDiv.style.display = "none";
                this._generateheader(this._logDiv, "LOGS");
                this._logSubsetDiv = document.createElement("div");
                this._logSubsetDiv.style.height = "127px";
                this._logSubsetDiv.style.paddingTop = "5px";
                this._logSubsetDiv.style.overflowY = "auto";
                this._logSubsetDiv.style.fontSize = "12px";
                this._logSubsetDiv.style.fontFamily = "consolas";
                this._logSubsetDiv.innerHTML = BABYLON.Tools.LogCache;
                this._logDiv.appendChild(this._logSubsetDiv);
                BABYLON.Tools.OnNewCacheEntry = function (entry) {
                    _this._logSubsetDiv.innerHTML = entry + _this._logSubsetDiv.innerHTML;
                };
                // Options
                this._optionsDiv = document.createElement("div");
                this._optionsDiv.id = "DebugLayerOptions";
                this._optionsDiv.style.border = border;
                this._optionsDiv.style.position = "absolute";
                this._optionsDiv.style.background = background;
                this._optionsDiv.style.padding = "0px 0px 0px 5px";
                this._optionsDiv.style.overflowY = "auto";
                this._generateheader(this._optionsDiv, "OPTIONS");
                this._optionsSubsetDiv = document.createElement("div");
                this._optionsSubsetDiv.style.paddingTop = "5px";
                this._optionsSubsetDiv.style.paddingBottom = "5px";
                this._optionsSubsetDiv.style.overflowY = "auto";
                this._optionsSubsetDiv.style.maxHeight = "200px";
                this._optionsDiv.appendChild(this._optionsSubsetDiv);
                this._generateTexBox(this._optionsSubsetDiv, "<b>Windows:</b>", this.accentColor);
                this._generateCheckBox(this._optionsSubsetDiv, "Statistics", this._displayStatistics, function (element) {
                    _this._displayStatistics = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Logs", this._displayLogs, function (element) {
                    _this._displayLogs = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Meshes tree", this._displayTree, function (element) {
                    _this._displayTree = element.checked;
                    _this._needToRefreshMeshesTree = true;
                });
                this._optionsSubsetDiv.appendChild(document.createElement("br"));
                this._generateTexBox(this._optionsSubsetDiv, "<b>General:</b>", this.accentColor);
                this._generateCheckBox(this._optionsSubsetDiv, "Bounding boxes", this._scene.forceShowBoundingBoxes, function (element) {
                    _this._scene.forceShowBoundingBoxes = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Clickable labels", this._labelsEnabled, function (element) {
                    _this._labelsEnabled = element.checked;
                    if (!_this._labelsEnabled) {
                        _this._clearLabels();
                    }
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Generate user marks (F12)", BABYLON.Tools.PerformanceLogLevel === BABYLON.Tools.PerformanceUserMarkLogLevel, function (element) {
                    if (element.checked) {
                        BABYLON.Tools.PerformanceLogLevel = BABYLON.Tools.PerformanceUserMarkLogLevel;
                    }
                    else {
                        BABYLON.Tools.PerformanceLogLevel = BABYLON.Tools.PerformanceNoneLogLevel;
                    }
                });
                ;
                this._optionsSubsetDiv.appendChild(document.createElement("br"));
                this._generateTexBox(this._optionsSubsetDiv, "<b>Rendering mode:</b>", this.accentColor);
                this._generateRadio(this._optionsSubsetDiv, "Solid", "renderMode", !this._scene.forceWireframe && !this._scene.forcePointsCloud, function (element) {
                    if (element.checked) {
                        _this._scene.forceWireframe = false;
                        _this._scene.forcePointsCloud = false;
                    }
                });
                this._generateRadio(this._optionsSubsetDiv, "Wireframe", "renderMode", this._scene.forceWireframe, function (element) {
                    if (element.checked) {
                        _this._scene.forceWireframe = true;
                        _this._scene.forcePointsCloud = false;
                    }
                });
                this._generateRadio(this._optionsSubsetDiv, "Point", "renderMode", this._scene.forcePointsCloud, function (element) {
                    if (element.checked) {
                        _this._scene.forceWireframe = false;
                        _this._scene.forcePointsCloud = true;
                    }
                });
                this._optionsSubsetDiv.appendChild(document.createElement("br"));
                this._generateTexBox(this._optionsSubsetDiv, "<b>Texture channels:</b>", this.accentColor);
                this._generateCheckBox(this._optionsSubsetDiv, "Diffuse", BABYLON.StandardMaterial.DiffuseTextureEnabled, function (element) {
                    BABYLON.StandardMaterial.DiffuseTextureEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Ambient", BABYLON.StandardMaterial.AmbientTextureEnabled, function (element) {
                    BABYLON.StandardMaterial.AmbientTextureEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Specular", BABYLON.StandardMaterial.SpecularTextureEnabled, function (element) {
                    BABYLON.StandardMaterial.SpecularTextureEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Emissive", BABYLON.StandardMaterial.EmissiveTextureEnabled, function (element) {
                    BABYLON.StandardMaterial.EmissiveTextureEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Bump", BABYLON.StandardMaterial.BumpTextureEnabled, function (element) {
                    BABYLON.StandardMaterial.BumpTextureEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Opacity", BABYLON.StandardMaterial.OpacityTextureEnabled, function (element) {
                    BABYLON.StandardMaterial.OpacityTextureEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Reflection", BABYLON.StandardMaterial.ReflectionTextureEnabled, function (element) {
                    BABYLON.StandardMaterial.ReflectionTextureEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Fresnel", BABYLON.StandardMaterial.FresnelEnabled, function (element) {
                    BABYLON.StandardMaterial.FresnelEnabled = element.checked;
                });
                this._optionsSubsetDiv.appendChild(document.createElement("br"));
                this._generateTexBox(this._optionsSubsetDiv, "<b>Options:</b>", this.accentColor);
                this._generateCheckBox(this._optionsSubsetDiv, "Animations", this._scene.animationsEnabled, function (element) {
                    _this._scene.animationsEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Collisions", this._scene.collisionsEnabled, function (element) {
                    _this._scene.collisionsEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Fog", this._scene.fogEnabled, function (element) {
                    _this._scene.fogEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Lens flares", this._scene.lensFlaresEnabled, function (element) {
                    _this._scene.lensFlaresEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Lights", this._scene.lightsEnabled, function (element) {
                    _this._scene.lightsEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Particles", this._scene.particlesEnabled, function (element) {
                    _this._scene.particlesEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Post-processes", this._scene.postProcessesEnabled, function (element) {
                    _this._scene.postProcessesEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Procedural textures", this._scene.proceduralTexturesEnabled, function (element) {
                    _this._scene.proceduralTexturesEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Render targets", this._scene.renderTargetsEnabled, function (element) {
                    _this._scene.renderTargetsEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Shadows", this._scene.shadowsEnabled, function (element) {
                    _this._scene.shadowsEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Skeletons", this._scene.skeletonsEnabled, function (element) {
                    _this._scene.skeletonsEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Sprites", this._scene.spritesEnabled, function (element) {
                    _this._scene.spritesEnabled = element.checked;
                });
                this._generateCheckBox(this._optionsSubsetDiv, "Textures", this._scene.texturesEnabled, function (element) {
                    _this._scene.texturesEnabled = element.checked;
                });
                if (BABYLON.Engine.audioEngine.canUseWebAudio) {
                    this._optionsSubsetDiv.appendChild(document.createElement("br"));
                    this._generateTexBox(this._optionsSubsetDiv, "<b>Audio:</b>", this.accentColor);
                    this._generateRadio(this._optionsSubsetDiv, "Headphones", "panningModel", this._scene.headphone, function (element) {
                        if (element.checked) {
                            _this._scene.headphone = true;
                        }
                    });
                    this._generateRadio(this._optionsSubsetDiv, "Normal Speakers", "panningModel", !this._scene.headphone, function (element) {
                        if (element.checked) {
                            _this._scene.headphone = false;
                        }
                    });
                    this._generateCheckBox(this._optionsSubsetDiv, "Disable audio", !this._scene.audioEnabled, function (element) {
                        _this._scene.audioEnabled = !element.checked;
                    });
                }
                this._optionsSubsetDiv.appendChild(document.createElement("br"));
                this._generateTexBox(this._optionsSubsetDiv, "<b>Tools:</b>", this.accentColor);
                this._generateButton(this._optionsSubsetDiv, "Dump rendertargets", function (element) {
                    _this._scene.dumpNextRenderTargets = true;
                });
                this._optionsSubsetDiv.appendChild(document.createElement("br"));
                this._globalDiv.appendChild(this._statsDiv);
                this._globalDiv.appendChild(this._logDiv);
                this._globalDiv.appendChild(this._optionsDiv);
                this._globalDiv.appendChild(this._treeDiv);
            }
        };
        DebugLayer.prototype._displayStats = function () {
            var scene = this._scene;
            var engine = scene.getEngine();
            var glInfo = engine.getGlInfo();
            this._statsSubsetDiv.innerHTML = "Babylon.js v" + BABYLON.Engine.Version + " - <b>" + BABYLON.Tools.Format(engine.getFps(), 0) + " fps</b><br><br>" + "<div style='column-count: 2;-moz-column-count:2;-webkit-column-count:2'>" + "<b>Count</b><br>" + "Total meshes: " + scene.meshes.length + "<br>" + "Total vertices: " + scene.getTotalVertices() + "<br>" + "Total materials: " + scene.materials.length + "<br>" + "Total textures: " + scene.textures.length + "<br>" + "Active meshes: " + scene.getActiveMeshes().length + "<br>" + "Active vertices: " + scene.getActiveVertices() + "<br>" + "Active bones: " + scene.getActiveBones() + "<br>" + "Active particles: " + scene.getActiveParticles() + "<br>" + "<b>Draw calls: " + engine.drawCalls + "</b><br><br>" + "<b>Duration</b><br>" + "Meshes selection:</i> " + BABYLON.Tools.Format(scene.getEvaluateActiveMeshesDuration()) + " ms<br>" + "Render Targets: " + BABYLON.Tools.Format(scene.getRenderTargetsDuration()) + " ms<br>" + "Particles: " + BABYLON.Tools.Format(scene.getParticlesDuration()) + " ms<br>" + "Sprites: " + BABYLON.Tools.Format(scene.getSpritesDuration()) + " ms<br><br>" + "Render: <b>" + BABYLON.Tools.Format(scene.getRenderDuration()) + " ms</b><br>" + "Frame: " + BABYLON.Tools.Format(scene.getLastFrameDuration()) + " ms<br>" + "Potential FPS: " + BABYLON.Tools.Format(1000.0 / scene.getLastFrameDuration(), 0) + "<br><br>" + "</div>" + "<div style='column-count: 2;-moz-column-count:2;-webkit-column-count:2'>" + "<b>Extensions</b><br>" + "Std derivatives: " + (engine.getCaps().standardDerivatives ? "Yes" : "No") + "<br>" + "Compressed textures: " + (engine.getCaps().s3tc ? "Yes" : "No") + "<br>" + "Hardware instances: " + (engine.getCaps().instancedArrays ? "Yes" : "No") + "<br>" + "Texture float: " + (engine.getCaps().textureFloat ? "Yes" : "No") + "<br>" + "32bits indices: " + (engine.getCaps().uintIndices ? "Yes" : "No") + "<br>" + "<b>Caps.</b><br>" + "Max textures units: " + engine.getCaps().maxTexturesImageUnits + "<br>" + "Max textures size: " + engine.getCaps().maxTextureSize + "<br>" + "Max anisotropy: " + engine.getCaps().maxAnisotropy + "<br><br><br>" + "</div><br>" + "<b>Info</b><br>" + glInfo.version + "<br>" + glInfo.renderer + "<br>";
            if (this.customStatsFunction) {
                this._statsSubsetDiv.innerHTML += this._statsSubsetDiv.innerHTML;
            }
        };
        return DebugLayer;
    })();
    BABYLON.DebugLayer = DebugLayer;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.debugLayer.js.map
var BABYLON;
(function (BABYLON) {
    var RawTexture = (function (_super) {
        __extends(RawTexture, _super);
        function RawTexture(data, width, height, format, scene, generateMipMaps, invertY, samplingMode) {
            if (generateMipMaps === void 0) { generateMipMaps = true; }
            if (invertY === void 0) { invertY = false; }
            if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
            _super.call(this, null, scene, !generateMipMaps, invertY);
            this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode);
            this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
            this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
        }
        // Statics
        RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
            if (generateMipMaps === void 0) { generateMipMaps = true; }
            if (invertY === void 0) { invertY = false; }
            if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
            return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
        };
        RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
            if (generateMipMaps === void 0) { generateMipMaps = true; }
            if (invertY === void 0) { invertY = false; }
            if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
            return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
        };
        RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
            if (generateMipMaps === void 0) { generateMipMaps = true; }
            if (invertY === void 0) { invertY = false; }
            if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
            return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
        };
        RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
            if (generateMipMaps === void 0) { generateMipMaps = true; }
            if (invertY === void 0) { invertY = false; }
            if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
            return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode);
        };
        RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
            if (generateMipMaps === void 0) { generateMipMaps = true; }
            if (invertY === void 0) { invertY = false; }
            if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
            return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode);
        };
        return RawTexture;
    })(BABYLON.Texture);
    BABYLON.RawTexture = RawTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.rawTexture.js.map
var BABYLON;
(function (BABYLON) {
    var IndexedVector2 = (function (_super) {
        __extends(IndexedVector2, _super);
        function IndexedVector2(original, index) {
            _super.call(this, original.x, original.y);
            this.index = index;
        }
        return IndexedVector2;
    })(BABYLON.Vector2);
    var PolygonPoints = (function () {
        function PolygonPoints() {
            this.elements = new Array();
        }
        PolygonPoints.prototype.add = function (originalPoints) {
            var _this = this;
            var result = new Array();
            originalPoints.forEach(function (point) {
                if (result.length === 0 || !(BABYLON.Tools.WithinEpsilon(point.x, result[0].x, 0.00001) && BABYLON.Tools.WithinEpsilon(point.y, result[0].y, 0.00001))) {
                    var newPoint = new IndexedVector2(point, _this.elements.length);
                    result.push(newPoint);
                    _this.elements.push(newPoint);
                }
            });
            return result;
        };
        PolygonPoints.prototype.computeBounds = function () {
            var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
            var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
            this.elements.forEach(function (point) {
                // x
                if (point.x < lmin.x) {
                    lmin.x = point.x;
                }
                else if (point.x > lmax.x) {
                    lmax.x = point.x;
                }
                // y
                if (point.y < lmin.y) {
                    lmin.y = point.y;
                }
                else if (point.y > lmax.y) {
                    lmax.y = point.y;
                }
            });
            return {
                min: lmin,
                max: lmax,
                width: lmax.x - lmin.x,
                height: lmax.y - lmin.y
            };
        };
        return PolygonPoints;
    })();
    var Polygon = (function () {
        function Polygon() {
        }
        Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
            return [
                new BABYLON.Vector2(xmin, ymin),
                new BABYLON.Vector2(xmax, ymin),
                new BABYLON.Vector2(xmax, ymax),
                new BABYLON.Vector2(xmin, ymax)
            ];
        };
        Polygon.Circle = function (radius, cx, cy, numberOfSides) {
            if (cx === void 0) { cx = 0; }
            if (cy === void 0) { cy = 0; }
            if (numberOfSides === void 0) { numberOfSides = 32; }
            var result = new Array();
            var angle = 0;
            var increment = (Math.PI * 2) / numberOfSides;
            for (var i = 0; i < numberOfSides; i++) {
                result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
                angle -= increment;
            }
            return result;
        };
        Polygon.Parse = function (input) {
            var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
            var i, result = [];
            for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
                result.push(new poly2tri.Point(floats[i], floats[i + 1]));
            }
            return result;
        };
        Polygon.StartingAt = function (x, y) {
            return BABYLON.Path2.StartingAt(x, y);
        };
        return Polygon;
    })();
    BABYLON.Polygon = Polygon;
    var PolygonMeshBuilder = (function () {
        function PolygonMeshBuilder(name, contours, scene) {
            this._points = new PolygonPoints();
            if (!("poly2tri" in window)) {
                throw "PolygonMeshBuilder cannot be used because poly2tri is not referenced";
            }
            this._name = name;
            this._scene = scene;
            var points;
            if (contours instanceof BABYLON.Path2) {
                points = contours.getPoints();
            }
            else {
                points = contours;
            }
            this._swctx = new poly2tri.SweepContext(this._points.add(points));
        }
        PolygonMeshBuilder.prototype.addHole = function (hole) {
            this._swctx.addHole(this._points.add(hole));
            return this;
        };
        PolygonMeshBuilder.prototype.build = function (updatable) {
            if (updatable === void 0) { updatable = false; }
            var result = new BABYLON.Mesh(this._name, this._scene);
            var normals = [];
            var positions = [];
            var uvs = [];
            var bounds = this._points.computeBounds();
            this._points.elements.forEach(function (p) {
                normals.push(0, 1.0, 0);
                positions.push(p.x, 0, p.y);
                uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
            });
            var indices = [];
            this._swctx.triangulate();
            this._swctx.getTriangles().forEach(function (triangle) {
                triangle.getPoints().forEach(function (point) {
                    indices.push(point.index);
                });
            });
            result.setVerticesData(positions, BABYLON.VertexBuffer.PositionKind, updatable);
            result.setVerticesData(normals, BABYLON.VertexBuffer.NormalKind, updatable);
            result.setVerticesData(uvs, BABYLON.VertexBuffer.UVKind, updatable);
            result.setIndices(indices);
            return result;
        };
        return PolygonMeshBuilder;
    })();
    BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.polygonMesh.js.mapvar BABYLON;
(function (BABYLON) {
    var SimplificationSettings = (function () {
        function SimplificationSettings(quality, distance, optimizeMesh) {
            this.quality = quality;
            this.distance = distance;
            this.optimizeMesh = optimizeMesh;
        }
        return SimplificationSettings;
    })();
    BABYLON.SimplificationSettings = SimplificationSettings;
    var SimplificationQueue = (function () {
        function SimplificationQueue() {
            this.running = false;
            this._simplificationArray = [];
        }
        SimplificationQueue.prototype.addTask = function (task) {
            this._simplificationArray.push(task);
        };
        SimplificationQueue.prototype.executeNext = function () {
            var task = this._simplificationArray.pop();
            if (task) {
                this.running = true;
                this.runSimplification(task);
            }
            else {
                this.running = false;
            }
        };
        SimplificationQueue.prototype.runSimplification = function (task) {
            var _this = this;
            if (task.parallelProcessing) {
                //parallel simplifier
                task.settings.forEach(function (setting) {
                    var simplifier = _this.getSimplifier(task);
                    simplifier.simplify(setting, function (newMesh) {
                        task.mesh.addLODLevel(setting.distance, newMesh);
                        newMesh.isVisible = true;
                        //check if it is the last
                        if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
                            //all done, run the success callback.
                            task.successCallback();
                        }
                        _this.executeNext();
                    });
                });
            }
            else {
                //single simplifier.
                var simplifier = this.getSimplifier(task);
                var runDecimation = function (setting, callback) {
                    simplifier.simplify(setting, function (newMesh) {
                        task.mesh.addLODLevel(setting.distance, newMesh);
                        newMesh.isVisible = true;
                        //run the next quality level
                        callback();
                    });
                };
                BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
                    runDecimation(task.settings[loop.index], function () {
                        loop.executeNext();
                    });
                }, function () {
                    //execution ended, run the success callback.
                    if (task.successCallback) {
                        task.successCallback();
                    }
                    _this.executeNext();
                });
            }
        };
        SimplificationQueue.prototype.getSimplifier = function (task) {
            switch (task.simplificationType) {
                case 0 /* QUADRATIC */:
                default:
                    return new QuadraticErrorSimplification(task.mesh);
            }
        };
        return SimplificationQueue;
    })();
    BABYLON.SimplificationQueue = SimplificationQueue;
    /**
     * The implemented types of simplification.
     * At the moment only Quadratic Error Decimation is implemented.
     */
    (function (SimplificationType) {
        SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
    })(BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
    var SimplificationType = BABYLON.SimplificationType;
    var DecimationTriangle = (function () {
        function DecimationTriangle(vertices) {
            this.vertices = vertices;
            this.error = new Array(4);
            this.deleted = false;
            this.isDirty = false;
            this.deletePending = false;
            this.borderFactor = 0;
        }
        return DecimationTriangle;
    })();
    BABYLON.DecimationTriangle = DecimationTriangle;
    var DecimationVertex = (function () {
        function DecimationVertex(position, id) {
            this.position = position;
            this.id = id;
            this.isBorder = true;
            this.q = new QuadraticMatrix();
            this.triangleCount = 0;
            this.triangleStart = 0;
            this.originalOffsets = [];
        }
        DecimationVertex.prototype.updatePosition = function (newPosition) {
            this.position.copyFrom(newPosition);
        };
        return DecimationVertex;
    })();
    BABYLON.DecimationVertex = DecimationVertex;
    var QuadraticMatrix = (function () {
        function QuadraticMatrix(data) {
            this.data = new Array(10);
            for (var i = 0; i < 10; ++i) {
                if (data && data[i]) {
                    this.data[i] = data[i];
                }
                else {
                    this.data[i] = 0;
                }
            }
        }
        QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
            var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] + this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] - this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
            return det;
        };
        QuadraticMatrix.prototype.addInPlace = function (matrix) {
            for (var i = 0; i < 10; ++i) {
                this.data[i] += matrix.data[i];
            }
        };
        QuadraticMatrix.prototype.addArrayInPlace = function (data) {
            for (var i = 0; i < 10; ++i) {
                this.data[i] += data[i];
            }
        };
        QuadraticMatrix.prototype.add = function (matrix) {
            var m = new QuadraticMatrix();
            for (var i = 0; i < 10; ++i) {
                m.data[i] = this.data[i] + matrix.data[i];
            }
            return m;
        };
        QuadraticMatrix.FromData = function (a, b, c, d) {
            return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
        };
        //returning an array to avoid garbage collection
        QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
            return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
        };
        return QuadraticMatrix;
    })();
    BABYLON.QuadraticMatrix = QuadraticMatrix;
    var Reference = (function () {
        function Reference(vertexId, triangleId) {
            this.vertexId = vertexId;
            this.triangleId = triangleId;
        }
        return Reference;
    })();
    BABYLON.Reference = Reference;
    /**
     * An implementation of the Quadratic Error simplification algorithm.
     * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
     * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
     * @author RaananW
     */
    var QuadraticErrorSimplification = (function () {
        function QuadraticErrorSimplification(_mesh) {
            this._mesh = _mesh;
            this.initialized = false;
            this.syncIterations = 5000;
            this.aggressiveness = 7;
            this.decimationIterations = 100;
            this.boundingBoxEpsilon = BABYLON.Engine.Epsilon;
        }
        QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
            var _this = this;
            this.initDecimatedMesh();
            //iterating through the submeshes array, one after the other.
            BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
                _this.initWithMesh(loop.index, function () {
                    _this.runDecimation(settings, loop.index, function () {
                        loop.executeNext();
                    });
                }, settings.optimizeMesh);
            }, function () {
                setTimeout(function () {
                    successCallback(_this._reconstructedMesh);
                }, 0);
            });
        };
        QuadraticErrorSimplification.prototype.isTriangleOnBoundingBox = function (triangle) {
            var _this = this;
            var gCount = 0;
            triangle.vertices.forEach(function (vertex) {
                var count = 0;
                var vPos = vertex.position;
                var bbox = _this._mesh.getBoundingInfo().boundingBox;
                if (bbox.maximum.x - vPos.x < _this.boundingBoxEpsilon || vPos.x - bbox.minimum.x > _this.boundingBoxEpsilon)
                    ++count;
                if (bbox.maximum.y == vPos.y || vPos.y == bbox.minimum.y)
                    ++count;
                if (bbox.maximum.z == vPos.z || vPos.z == bbox.minimum.z)
                    ++count;
                if (count > 1) {
                    ++gCount;
                }
                ;
            });
            if (gCount > 1) {
                console.log(triangle, gCount);
            }
            return gCount > 1;
        };
        QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
            var _this = this;
            var targetCount = ~~(this.triangles.length * settings.quality);
            var deletedTriangles = 0;
            var triangleCount = this.triangles.length;
            var iterationFunction = function (iteration, callback) {
                setTimeout(function () {
                    if (iteration % 5 === 0) {
                        _this.updateMesh(iteration === 0);
                    }
                    for (var i = 0; i < _this.triangles.length; ++i) {
                        _this.triangles[i].isDirty = false;
                    }
                    var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
                    var trianglesIterator = function (i) {
                        var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
                        var t = _this.triangles[tIdx];
                        if (!t)
                            return;
                        if (t.error[3] > threshold || t.deleted || t.isDirty) {
                            return;
                        }
                        for (var j = 0; j < 3; ++j) {
                            if (t.error[j] < threshold) {
                                var deleted0 = [];
                                var deleted1 = [];
                                var v0 = t.vertices[j];
                                var v1 = t.vertices[(j + 1) % 3];
                                if (v0.isBorder !== v1.isBorder)
                                    continue;
                                var p = BABYLON.Vector3.Zero();
                                var n = BABYLON.Vector3.Zero();
                                var uv = BABYLON.Vector2.Zero();
                                var color = new BABYLON.Color4(0, 0, 0, 1);
                                _this.calculateError(v0, v1, p, n, uv, color);
                                var delTr = [];
                                if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr))
                                    continue;
                                if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr))
                                    continue;
                                if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0)
                                    continue;
                                var uniqueArray = [];
                                delTr.forEach(function (deletedT) {
                                    if (uniqueArray.indexOf(deletedT) === -1) {
                                        deletedT.deletePending = true;
                                        uniqueArray.push(deletedT);
                                    }
                                });
                                if (uniqueArray.length % 2 != 0) {
                                    continue;
                                }
                                v0.q = v1.q.add(v0.q);
                                v0.updatePosition(p);
                                var tStart = _this.references.length;
                                deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
                                deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
                                var tCount = _this.references.length - tStart;
                                if (tCount <= v0.triangleCount) {
                                    if (tCount) {
                                        for (var c = 0; c < tCount; c++) {
                                            _this.references[v0.triangleStart + c] = _this.references[tStart + c];
                                        }
                                    }
                                }
                                else {
                                    v0.triangleStart = tStart;
                                }
                                v0.triangleCount = tCount;
                                break;
                            }
                        }
                    };
                    BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () {
                        return (triangleCount - deletedTriangles <= targetCount);
                    });
                }, 0);
            };
            BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
                if (triangleCount - deletedTriangles <= targetCount)
                    loop.breakLoop();
                else {
                    iterationFunction(loop.index, function () {
                        loop.executeNext();
                    });
                }
            }, function () {
                setTimeout(function () {
                    //reconstruct this part of the mesh
                    _this.reconstructMesh(submeshIndex);
                    successCallback();
                }, 0);
            });
        };
        QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
            var _this = this;
            this.vertices = [];
            this.triangles = [];
            var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
            var indices = this._mesh.getIndices();
            var submesh = this._mesh.subMeshes[submeshIndex];
            var findInVertices = function (positionToSearch) {
                if (optimizeMesh) {
                    for (var ii = 0; ii < _this.vertices.length; ++ii) {
                        if (_this.vertices[ii].position.equals(positionToSearch)) {
                            return _this.vertices[ii];
                        }
                    }
                }
                return null;
            };
            var vertexReferences = [];
            var vertexInit = function (i) {
                var offset = i + submesh.verticesStart;
                var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
                var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
                vertex.originalOffsets.push(offset);
                if (vertex.id == _this.vertices.length) {
                    _this.vertices.push(vertex);
                }
                vertexReferences.push(vertex.id);
            };
            //var totalVertices = mesh.getTotalVertices();
            var totalVertices = submesh.verticesCount;
            BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
                var indicesInit = function (i) {
                    var offset = (submesh.indexStart / 3) + i;
                    var pos = (offset * 3);
                    var i0 = indices[pos + 0];
                    var i1 = indices[pos + 1];
                    var i2 = indices[pos + 2];
                    var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
                    var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
                    var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
                    var triangle = new DecimationTriangle([v0, v1, v2]);
                    triangle.originalOffset = pos;
                    _this.triangles.push(triangle);
                };
                BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
                    _this.init(callback);
                });
            });
        };
        QuadraticErrorSimplification.prototype.init = function (callback) {
            var _this = this;
            var triangleInit1 = function (i) {
                var t = _this.triangles[i];
                t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
                for (var j = 0; j < 3; j++) {
                    t.vertices[j].q.addArrayInPlace(QuadraticMatrix.DataFromNumbers(t.normal.x, t.normal.y, t.normal.z, -(BABYLON.Vector3.Dot(t.normal, t.vertices[0].position))));
                }
            };
            BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
                var triangleInit2 = function (i) {
                    var t = _this.triangles[i];
                    for (var j = 0; j < 3; ++j) {
                        t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
                    }
                    t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
                };
                BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
                    _this.initialized = true;
                    callback();
                });
            });
        };
        QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
            var newTriangles = [];
            var i;
            for (i = 0; i < this.vertices.length; ++i) {
                this.vertices[i].triangleCount = 0;
            }
            var t;
            var j;
            for (i = 0; i < this.triangles.length; ++i) {
                if (!this.triangles[i].deleted) {
                    t = this.triangles[i];
                    for (j = 0; j < 3; ++j) {
                        t.vertices[j].triangleCount = 1;
                    }
                    newTriangles.push(t);
                }
            }
            var newPositionData = this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || [];
            var newNormalData = this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || [];
            var newUVsData = this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || [];
            var newColorsData = this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || [];
            var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
            var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
            var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
            var vertexCount = 0;
            for (i = 0; i < this.vertices.length; ++i) {
                var vertex = this.vertices[i];
                vertex.id = vertexCount;
                if (vertex.triangleCount) {
                    vertex.originalOffsets.forEach(function (originalOffset) {
                        newPositionData.push(vertex.position.x);
                        newPositionData.push(vertex.position.y);
                        newPositionData.push(vertex.position.z);
                        newNormalData.push(normalData[originalOffset * 3]);
                        newNormalData.push(normalData[(originalOffset * 3) + 1]);
                        newNormalData.push(normalData[(originalOffset * 3) + 2]);
                        if (uvs && uvs.length) {
                            newUVsData.push(uvs[(originalOffset * 2)]);
                            newUVsData.push(uvs[(originalOffset * 2) + 1]);
                        }
                        else if (colorsData && colorsData.length) {
                            newColorsData.push(colorsData[(originalOffset * 4)]);
                            newColorsData.push(colorsData[(originalOffset * 4) + 1]);
                            newColorsData.push(colorsData[(originalOffset * 4) + 2]);
                            newColorsData.push(colorsData[(originalOffset * 4) + 3]);
                        }
                        ++vertexCount;
                    });
                }
            }
            var startingIndex = this._reconstructedMesh.getTotalIndices();
            var startingVertex = this._reconstructedMesh.getTotalVertices();
            var submeshesArray = this._reconstructedMesh.subMeshes;
            this._reconstructedMesh.subMeshes = [];
            var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
            var originalIndices = this._mesh.getIndices();
            for (i = 0; i < newTriangles.length; ++i) {
                var t = newTriangles[i];
                //now get the new referencing point for each vertex
                [0, 1, 2].forEach(function (idx) {
                    var id = originalIndices[t.originalOffset + idx];
                    var offset = t.vertices[idx].originalOffsets.indexOf(id);
                    if (offset < 0)
                        offset = 0;
                    newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
                });
            }
            //overwriting the old vertex buffers and indices.
            this._reconstructedMesh.setIndices(newIndicesArray);
            this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
            this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
            if (newUVsData.length > 0)
                this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
            if (newColorsData.length > 0)
                this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
            //create submesh
            var originalSubmesh = this._mesh.subMeshes[submeshIndex];
            if (submeshIndex > 0) {
                this._reconstructedMesh.subMeshes = [];
                submeshesArray.forEach(function (submesh) {
                    new BABYLON.SubMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, submesh.indexStart, submesh.indexCount, submesh.getMesh());
                });
                var newSubmesh = new BABYLON.SubMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, startingIndex, newTriangles.length * 3, this._reconstructedMesh);
            }
        };
        QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
            this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
            this._reconstructedMesh.material = this._mesh.material;
            this._reconstructedMesh.parent = this._mesh.parent;
            this._reconstructedMesh.isVisible = false;
        };
        QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
            for (var i = 0; i < vertex1.triangleCount; ++i) {
                var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
                if (t.deleted)
                    continue;
                var s = this.references[vertex1.triangleStart + i].vertexId;
                var v1 = t.vertices[(s + 1) % 3];
                var v2 = t.vertices[(s + 2) % 3];
                if ((v1 === vertex2 || v2 === vertex2)) {
                    deletedArray[i] = true;
                    delTr.push(t);
                    continue;
                }
                var d1 = v1.position.subtract(point);
                d1 = d1.normalize();
                var d2 = v2.position.subtract(point);
                d2 = d2.normalize();
                if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999)
                    return true;
                var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
                deletedArray[i] = false;
                if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2)
                    return true;
            }
            return false;
        };
        QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
            var newDeleted = deletedTriangles;
            for (var i = 0; i < vertex.triangleCount; ++i) {
                var ref = this.references[vertex.triangleStart + i];
                var t = this.triangles[ref.triangleId];
                if (t.deleted)
                    continue;
                if (deletedArray[i] && t.deletePending) {
                    t.deleted = true;
                    newDeleted++;
                    continue;
                }
                t.vertices[ref.vertexId] = origVertex;
                t.isDirty = true;
                t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
                t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
                t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
                t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
                this.references.push(ref);
            }
            return newDeleted;
        };
        QuadraticErrorSimplification.prototype.identifyBorder = function () {
            for (var i = 0; i < this.vertices.length; ++i) {
                var vCount = [];
                var vId = [];
                var v = this.vertices[i];
                var j;
                for (j = 0; j < v.triangleCount; ++j) {
                    var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
                    for (var ii = 0; ii < 3; ii++) {
                        var ofs = 0;
                        var vv = triangle.vertices[ii];
                        while (ofs < vCount.length) {
                            if (vId[ofs] === vv.id)
                                break;
                            ++ofs;
                        }
                        if (ofs === vCount.length) {
                            vCount.push(1);
                            vId.push(vv.id);
                        }
                        else {
                            vCount[ofs]++;
                        }
                    }
                }
                for (j = 0; j < vCount.length; ++j) {
                    if (vCount[j] === 1) {
                        this.vertices[vId[j]].isBorder = true;
                    }
                    else {
                        this.vertices[vId[j]].isBorder = false;
                    }
                }
            }
        };
        QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
            if (identifyBorders === void 0) { identifyBorders = false; }
            var i;
            if (!identifyBorders) {
                var newTrianglesVector = [];
                for (i = 0; i < this.triangles.length; ++i) {
                    if (!this.triangles[i].deleted) {
                        newTrianglesVector.push(this.triangles[i]);
                    }
                }
                this.triangles = newTrianglesVector;
            }
            for (i = 0; i < this.vertices.length; ++i) {
                this.vertices[i].triangleCount = 0;
                this.vertices[i].triangleStart = 0;
            }
            var t;
            var j;
            var v;
            for (i = 0; i < this.triangles.length; ++i) {
                t = this.triangles[i];
                for (j = 0; j < 3; ++j) {
                    v = t.vertices[j];
                    v.triangleCount++;
                }
            }
            var tStart = 0;
            for (i = 0; i < this.vertices.length; ++i) {
                this.vertices[i].triangleStart = tStart;
                tStart += this.vertices[i].triangleCount;
                this.vertices[i].triangleCount = 0;
            }
            var newReferences = new Array(this.triangles.length * 3);
            for (i = 0; i < this.triangles.length; ++i) {
                t = this.triangles[i];
                for (j = 0; j < 3; ++j) {
                    v = t.vertices[j];
                    newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
                    v.triangleCount++;
                }
            }
            this.references = newReferences;
            if (identifyBorders) {
                this.identifyBorder();
            }
        };
        QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
            var x = point.x;
            var y = point.y;
            var z = point.z;
            return q.data[0] * x * x + 2 * q.data[1] * x * y + 2 * q.data[2] * x * z + 2 * q.data[3] * x + q.data[4] * y * y + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
        };
        QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
            var q = vertex1.q.add(vertex2.q);
            var border = vertex1.isBorder && vertex2.isBorder;
            var error = 0;
            var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
            if (qDet !== 0 && !border) {
                if (!pointResult) {
                    pointResult = BABYLON.Vector3.Zero();
                }
                pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
                pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
                pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
                error = this.vertexError(q, pointResult);
            }
            else {
                var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
                //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
                var error1 = this.vertexError(q, vertex1.position);
                var error2 = this.vertexError(q, vertex2.position);
                var error3 = this.vertexError(q, p3);
                error = Math.min(error1, error2, error3);
                if (error === error1) {
                    if (pointResult) {
                        pointResult.copyFrom(vertex1.position);
                    }
                }
                else if (error === error2) {
                    if (pointResult) {
                        pointResult.copyFrom(vertex2.position);
                    }
                }
                else {
                    if (pointResult) {
                        pointResult.copyFrom(p3);
                    }
                }
            }
            return error;
        };
        return QuadraticErrorSimplification;
    })();
    BABYLON.QuadraticErrorSimplification = QuadraticErrorSimplification;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.meshSimplification.js.mapvar BABYLON;
(function (BABYLON) {
    var Analyser = (function () {
        function Analyser(scene) {
            this.SMOOTHING = 0.75;
            this.FFT_SIZE = 512;
            this.BARGRAPHAMPLITUDE = 256;
            this.DEBUGCANVASPOS = { x: 20, y: 20 };
            this.DEBUGCANVASSIZE = { width: 320, height: 200 };
            this._scene = scene;
            this._audioEngine = BABYLON.Engine.audioEngine;
            if (this._audioEngine.canUseWebAudio) {
                this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
                this._webAudioAnalyser.minDecibels = -140;
                this._webAudioAnalyser.maxDecibels = 0;
                this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
                this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
                this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
            }
        }
        Analyser.prototype.getFrequencyBinCount = function () {
            if (this._audioEngine.canUseWebAudio) {
                return this._webAudioAnalyser.frequencyBinCount;
            }
            else {
                return 0;
            }
        };
        Analyser.prototype.getByteFrequencyData = function () {
            if (this._audioEngine.canUseWebAudio) {
                this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
                this._webAudioAnalyser.fftSize = this.FFT_SIZE;
                this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
            }
            return this._byteFreqs;
        };
        Analyser.prototype.getByteTimeDomainData = function () {
            if (this._audioEngine.canUseWebAudio) {
                this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
                this._webAudioAnalyser.fftSize = this.FFT_SIZE;
                this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
            }
            return this._byteTime;
        };
        Analyser.prototype.getFloatFrequencyData = function () {
            if (this._audioEngine.canUseWebAudio) {
                this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
                this._webAudioAnalyser.fftSize = this.FFT_SIZE;
                this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
            }
            return this._floatFreqs;
        };
        Analyser.prototype.drawDebugCanvas = function () {
            var _this = this;
            if (this._audioEngine.canUseWebAudio) {
                if (!this._debugCanvas) {
                    this._debugCanvas = document.createElement("canvas");
                    this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
                    this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
                    this._debugCanvas.style.position = "absolute";
                    this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
                    this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
                    this._debugCanvasContext = this._debugCanvas.getContext("2d");
                    document.body.appendChild(this._debugCanvas);
                    this._registerFunc = function () {
                        _this.drawDebugCanvas();
                    };
                    this._scene.registerBeforeRender(this._registerFunc);
                }
                if (this._registerFunc) {
                    var workingArray = this.getByteFrequencyData();
                    this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
                    this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
                    for (var i = 0; i < this.getFrequencyBinCount(); i++) {
                        var value = workingArray[i];
                        var percent = value / this.BARGRAPHAMPLITUDE;
                        var height = this.DEBUGCANVASSIZE.height * percent;
                        var offset = this.DEBUGCANVASSIZE.height - height - 1;
                        var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
                        var hue = i / this.getFrequencyBinCount() * 360;
                        this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
                        this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
                    }
                }
            }
        };
        Analyser.prototype.stopDebugCanvas = function () {
            if (this._debugCanvas) {
                this._scene.unregisterBeforeRender(this._registerFunc);
                this._registerFunc = null;
                document.body.removeChild(this._debugCanvas);
                this._debugCanvas = null;
                this._debugCanvasContext = null;
            }
        };
        Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
            if (this._audioEngine.canUseWebAudio) {
                inputAudioNode.connect(this._webAudioAnalyser);
                this._webAudioAnalyser.connect(outputAudioNode);
            }
        };
        Analyser.prototype.dispose = function () {
            if (this._audioEngine.canUseWebAudio) {
                this._webAudioAnalyser.disconnect();
            }
        };
        return Analyser;
    })();
    BABYLON.Analyser = Analyser;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.analyser.js.mapvar BABYLON;
(function (BABYLON) {
    var DepthRenderer = (function () {
        function DepthRenderer(scene, type) {
            var _this = this;
            if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
            this._viewMatrix = BABYLON.Matrix.Zero();
            this._projectionMatrix = BABYLON.Matrix.Zero();
            this._transformMatrix = BABYLON.Matrix.Zero();
            this._worldViewProjection = BABYLON.Matrix.Zero();
            this._scene = scene;
            var engine = scene.getEngine();
            // Render target
            this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
            this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
            this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
            this._depthMap.refreshRate = 1;
            this._depthMap.renderParticles = false;
            this._depthMap.renderList = null;
            // Custom render function
            var renderSubMesh = function (subMesh) {
                var mesh = subMesh.getRenderingMesh();
                var scene = _this._scene;
                var engine = scene.getEngine();
                // Culling
                engine.setState(subMesh.getMaterial().backFaceCulling);
                // Managing instances
                var batch = mesh._getInstancesRenderList(subMesh._id);
                if (batch.mustReturn) {
                    return;
                }
                var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
                if (_this.isReady(subMesh, hardwareInstancedRendering)) {
                    engine.enableEffect(_this._effect);
                    mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
                    var material = subMesh.getMaterial();
                    _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
                    _this._effect.setFloat("far", scene.activeCamera.maxZ);
                    // Alpha test
                    if (material && material.needAlphaTesting()) {
                        var alphaTexture = material.getAlphaTestTexture();
                        _this._effect.setTexture("diffuseSampler", alphaTexture);
                        _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
                    }
                    // Bones
                    if (mesh.useBones) {
                        _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
                    }
                    // Draw
                    mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
                }
            };
            this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes) {
                var index;
                for (index = 0; index < opaqueSubMeshes.length; index++) {
                    renderSubMesh(opaqueSubMeshes.data[index]);
                }
                for (index = 0; index < alphaTestSubMeshes.length; index++) {
                    renderSubMesh(alphaTestSubMeshes.data[index]);
                }
            };
        }
        DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
            var defines = [];
            var attribs = [BABYLON.VertexBuffer.PositionKind];
            var mesh = subMesh.getMesh();
            var scene = mesh.getScene();
            var material = subMesh.getMaterial();
            // Alpha test
            if (material && material.needAlphaTesting()) {
                defines.push("#define ALPHATEST");
                if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
                    attribs.push(BABYLON.VertexBuffer.UVKind);
                    defines.push("#define UV1");
                }
                if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
                    attribs.push(BABYLON.VertexBuffer.UV2Kind);
                    defines.push("#define UV2");
                }
            }
            // Bones
            if (mesh.useBones) {
                attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
                attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
                defines.push("#define BONES");
                defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
            }
            // Instances
            if (useInstances) {
                defines.push("#define INSTANCES");
                attribs.push("world0");
                attribs.push("world1");
                attribs.push("world2");
                attribs.push("world3");
            }
            // Get correct effect      
            var join = defines.join("\n");
            if (this._cachedDefines !== join) {
                this._cachedDefines = join;
                this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "far"], ["diffuseSampler"], join);
            }
            return this._effect.isReady();
        };
        DepthRenderer.prototype.getDepthMap = function () {
            return this._depthMap;
        };
        // Methods
        DepthRenderer.prototype.dispose = function () {
            this._depthMap.dispose();
        };
        return DepthRenderer;
    })();
    BABYLON.DepthRenderer = DepthRenderer;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.depthRenderer.js.map
var BABYLON;
(function (BABYLON) {
    var SSAORenderingPipeline = (function (_super) {
        __extends(SSAORenderingPipeline, _super);
        /**
         * @constructor
         * @param {string} name - The rendering pipeline name
         * @param {BABYLON.Scene} scene - The scene linked to this pipeline
         * @param {any} ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
         * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
         */
        function SSAORenderingPipeline(name, scene, ratio, cameras) {
            var _this = this;
            _super.call(this, scene.getEngine(), name);
            // Members
            /**
            * The PassPostProcess id in the pipeline that contains the original scene color
            * @type {string}
            */
            this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
            /**
            * The SSAO PostProcess id in the pipeline
            * @type {string}
            */
            this.SSAORenderEffect = "SSAORenderEffect";
            /**
            * The horizontal blur PostProcess id in the pipeline
            * @type {string}
            */
            this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
            /**
            * The vertical blur PostProcess id in the pipeline
            * @type {string}
            */
            this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
            /**
            * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
            * @type {string}
            */
            this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
            /**
            * The output strength of the SSAO post-process. Default value is 1.0.
            * @type {number}
            */
            this.totalStrength = 1.0;
            /**
            * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0002
            * @type {number}
            */
            this.radius = 0.0002;
            /**
            * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
            * Must not be equal to fallOff and superior to fallOff.
            * Default value is 0.0075
            * @type {number}
            */
            this.area = 0.0075;
            /**
            * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
            * Must not be equal to area and inferior to area.
            * Default value is 0.0002
            * @type {number}
            */
            this.fallOff = 0.0002;
            this._firstUpdate = true;
            this._scene = scene;
            // Set up assets
            this._createRandomTexture();
            this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
            var ssaoRatio = ratio.ssaoRatio || ratio;
            var combineRatio = ratio.combineRatio || ratio;
            this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
            this._createSSAOPostProcess(ssaoRatio);
            this._blurHPostProcess = new BABYLON.BlurPostProcess("SSAOBlurH", new BABYLON.Vector2(2.0, 0.0), 2.0, ssaoRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
            this._blurVPostProcess = new BABYLON.BlurPostProcess("SSAOBlurV", new BABYLON.Vector2(0.0, 2.0), 2.0, ssaoRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
            this._createSSAOCombinePostProcess(combineRatio);
            // Set up pipeline
            this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOOriginalSceneColorEffect, function () {
                return _this._originalColorPostProcess;
            }, true));
            this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAORenderEffect, function () {
                return _this._ssaoPostProcess;
            }, true));
            this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurHRenderEffect, function () {
                return _this._blurHPostProcess;
            }, true));
            this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurVRenderEffect, function () {
                return _this._blurVPostProcess;
            }, true));
            this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOCombineRenderEffect, function () {
                return _this._ssaoCombinePostProcess;
            }, true));
            // Finish
            scene.postProcessRenderPipelineManager.addPipeline(this);
            if (cameras)
                scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
        }
        // Public Methods
        /**
         * Returns the horizontal blur PostProcess
         * @return {BABYLON.BlurPostProcess} The horizontal blur post-process
         */
        SSAORenderingPipeline.prototype.getBlurHPostProcess = function () {
            return this._blurHPostProcess;
        };
        /**
         * Returns the vertical blur PostProcess
         * @return {BABYLON.BlurPostProcess} The vertical blur post-process
         */
        SSAORenderingPipeline.prototype.getBlurVPostProcess = function () {
            return this._blurVPostProcess;
        };
        /**
         * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
         */
        SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
            if (disableDepthRender === void 0) { disableDepthRender = false; }
            this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
            this._originalColorPostProcess = undefined;
            this._ssaoPostProcess = undefined;
            this._blurHPostProcess = undefined;
            this._blurVPostProcess = undefined;
            this._ssaoCombinePostProcess = undefined;
            this._randomTexture.dispose();
            if (disableDepthRender)
                this._scene.disableDepthRenderer();
        };
        // Private Methods
        SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
            var _this = this;
            var sampleSphere = [
                0.5381,
                0.1856,
                -0.4319,
                0.1379,
                0.2486,
                0.4430,
                0.3371,
                0.5679,
                -0.0057,
                -0.6999,
                -0.0451,
                -0.0019,
                0.0689,
                -0.1598,
                -0.8547,
                0.0560,
                0.0069,
                -0.1843,
                -0.0146,
                0.1402,
                0.0762,
                0.0100,
                -0.1924,
                -0.0344,
                -0.3577,
                -0.5301,
                -0.4358,
                -0.3169,
                0.1063,
                0.0158,
                0.0103,
                -0.5869,
                0.0046,
                -0.0897,
                -0.4940,
                0.3287,
                0.7119,
                -0.0154,
                -0.0918,
                -0.0533,
                0.0596,
                -0.5411,
                0.0352,
                -0.0631,
                0.5460,
                -0.4776,
                0.2847,
                -0.0271
            ];
            var samplesFactor = 1.0 / 16.0;
            this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", ["sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius", "area", "fallOff"], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
            this._ssaoPostProcess.onApply = function (effect) {
                if (_this._firstUpdate) {
                    effect.setArray3("sampleSphere", sampleSphere);
                    effect.setFloat("samplesFactor", samplesFactor);
                    effect.setFloat("randTextureTiles", 4.0 / ratio);
                    _this._firstUpdate = false;
                }
                effect.setFloat("totalStrength", _this.totalStrength);
                effect.setFloat("radius", _this.radius);
                effect.setFloat("area", _this.area);
                effect.setFloat("fallOff", _this.fallOff);
                effect.setTexture("textureSampler", _this._depthTexture);
                effect.setTexture("randomSampler", _this._randomTexture);
            };
        };
        SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
            var _this = this;
            this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
            this._ssaoCombinePostProcess.onApply = function (effect) {
                effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
            };
        };
        SSAORenderingPipeline.prototype._createRandomTexture = function () {
            var size = 512;
            this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
            this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
            this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
            var context = this._randomTexture.getContext();
            var rand = function (min, max) {
                return Math.random() * (max - min) + min;
            };
            for (var x = 0; x < size; x++) {
                for (var y = 0; y < size; y++) {
                    var randVector = BABYLON.Vector3.Zero();
                    randVector.x = Math.floor(rand(0.0, 1.0) * 255);
                    randVector.y = Math.floor(rand(0.0, 1.0) * 255);
                    randVector.z = Math.floor(rand(0.0, 1.0) * 255);
                    context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
                    context.fillRect(x, y, 1, 1);
                }
            }
            this._randomTexture.update(false);
        };
        return SSAORenderingPipeline;
    })(BABYLON.PostProcessRenderPipeline);
    BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
var BABYLON;
(function (BABYLON) {
    // Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
    var VolumetricLightScatteringPostProcess = (function (_super) {
        __extends(VolumetricLightScatteringPostProcess, _super);
        /**
         * @constructor
         * @param {string} name - The post-process name
         * @param {any} ratio - The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
         * @param {BABYLON.Camera} camera - The camera that the post-process will be attached to
         * @param {BABYLON.Mesh} mesh - The mesh used to create the light scattering
         * @param {number} samples - The post-process quality, default 100
         * @param {number} samplingMode - The post-process filtering mode
         * @param {BABYLON.Engine} engine - The babylon engine
         * @param {boolean} reusable - If the post-process is reusable
         */
        function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable) {
            var _this = this;
            if (samples === void 0) { samples = 100; }
            if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
            _super.call(this, name, "volumetricLightScattering", ["decay", "exposure", "weight", "meshPositionOnScreen", "density"], ["lightScatteringSampler"], ratio.postProcessRatio || ratio, camera, samplingMode, engine, reusable, "#define NUM_SAMPLES " + samples);
            this._screenCoordinates = BABYLON.Vector2.Zero();
            /**
            * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
            * @type {boolean}
            */
            this.useCustomMeshPosition = false;
            /**
            * If the post-process should inverse the light scattering direction
            * @type {boolean}
            */
            this.invert = true;
            /**
            * Array containing the excluded meshes not rendered in the internal pass
            */
            this.excludedMeshes = new Array();
            this.exposure = 0.3;
            this.decay = 0.96815;
            this.weight = 0.58767;
            this.density = 0.926;
            var scene = camera.getScene();
            this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(scene.getEngine());
            // Configure mesh
            this.mesh = (mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene);
            // Configure
            this._createPass(scene, ratio.passRatio || ratio);
            this.onApply = function (effect) {
                _this._updateMeshScreenCoordinates(scene);
                effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
                effect.setFloat("exposure", _this.exposure);
                effect.setFloat("decay", _this.decay);
                effect.setFloat("weight", _this.weight);
                effect.setFloat("density", _this.density);
                effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
            };
        }
        VolumetricLightScatteringPostProcess.prototype.isReady = function (subMesh, useInstances) {
            var mesh = subMesh.getMesh();
            var defines = [];
            var attribs = [BABYLON.VertexBuffer.PositionKind];
            var material = subMesh.getMaterial();
            var needUV = false;
            // Render this.mesh as default
            if (mesh === this.mesh) {
                defines.push("#define BASIC_RENDER");
                defines.push("#define NEED_UV");
                needUV = true;
            }
            // Alpha test
            if (material) {
                if (material.needAlphaTesting() || mesh === this.mesh)
                    defines.push("#define ALPHATEST");
                if (material.opacityTexture !== undefined) {
                    defines.push("#define OPACITY");
                    if (material.opacityTexture.getAlphaFromRGB)
                        defines.push("#define OPACITYRGB");
                    if (!needUV)
                        defines.push("#define NEED_UV");
                }
                if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
                    attribs.push(BABYLON.VertexBuffer.UVKind);
                    defines.push("#define UV1");
                }
                if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
                    attribs.push(BABYLON.VertexBuffer.UV2Kind);
                    defines.push("#define UV2");
                }
            }
            // Bones
            if (mesh.useBones) {
                attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
                attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
                defines.push("#define BONES");
                defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
            }
            // Instances
            if (useInstances) {
                defines.push("#define INSTANCES");
                attribs.push("world0");
                attribs.push("world1");
                attribs.push("world2");
                attribs.push("world3");
            }
            // Get correct effect      
            var join = defines.join("\n");
            if (this._cachedDefines !== join) {
                this._cachedDefines = join;
                this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "opacityLevel"], ["diffuseSampler", "opacitySampler"], join);
            }
            return this._volumetricLightScatteringPass.isReady();
        };
        /**
         * Sets the new light position for light scattering effect
         * @param {BABYLON.Vector3} The new custom light position
         */
        VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
            this._customMeshPosition = position;
        };
        /**
         * Returns the light position for light scattering effect
         * @return {BABYLON.Vector3} The custom light position
         */
        VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
            return this._customMeshPosition;
        };
        /**
         * Disposes the internal assets and detaches the post-process from the camera
         */
        VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
            var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
            if (rttIndex !== -1) {
                camera.getScene().customRenderTargets.splice(rttIndex, 1);
            }
            this._volumetricLightScatteringRTT.dispose();
            _super.prototype.dispose.call(this, camera);
        };
        /**
         * Returns the render target texture used by the post-process
         * @return {BABYLON.RenderTargetTexture} The render target texture used by the post-process
         */
        VolumetricLightScatteringPostProcess.prototype.getPass = function () {
            return this._volumetricLightScatteringRTT;
        };
        // Private methods
        VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
            if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
                return true;
            }
            return false;
        };
        VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
            var _this = this;
            var engine = scene.getEngine();
            this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
            this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
            this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
            this._volumetricLightScatteringRTT.renderList = null;
            this._volumetricLightScatteringRTT.renderParticles = false;
            scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
            // Custom render function for submeshes
            var renderSubMesh = function (subMesh) {
                var mesh = subMesh.getRenderingMesh();
                if (_this._meshExcluded(mesh)) {
                    return;
                }
                var scene = mesh.getScene();
                var engine = scene.getEngine();
                // Culling
                engine.setState(subMesh.getMaterial().backFaceCulling);
                // Managing instances
                var batch = mesh._getInstancesRenderList(subMesh._id);
                if (batch.mustReturn) {
                    return;
                }
                var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
                if (_this.isReady(subMesh, hardwareInstancedRendering)) {
                    engine.enableEffect(_this._volumetricLightScatteringPass);
                    mesh._bind(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode);
                    var material = subMesh.getMaterial();
                    _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
                    // Alpha test
                    if (material && (mesh === _this.mesh || material.needAlphaTesting() || material.opacityTexture !== undefined)) {
                        var alphaTexture = material.getAlphaTestTexture();
                        _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
                        if (alphaTexture) {
                            _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
                        }
                        if (material.opacityTexture !== undefined) {
                            _this._volumetricLightScatteringPass.setTexture("opacitySampler", material.opacityTexture);
                            _this._volumetricLightScatteringPass.setFloat("opacityLevel", material.opacityTexture.level);
                        }
                    }
                    // Bones
                    if (mesh.useBones) {
                        _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
                    }
                    // Draw
                    mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._volumetricLightScatteringPass.setMatrix("world", world); });
                }
            };
            // Render target texture callbacks
            var savedSceneClearColor;
            var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
            this._volumetricLightScatteringRTT.onBeforeRender = function () {
                savedSceneClearColor = scene.clearColor;
                scene.clearColor = sceneClearColor;
            };
            this._volumetricLightScatteringRTT.onAfterRender = function () {
                scene.clearColor = savedSceneClearColor;
            };
            this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) {
                var engine = scene.getEngine();
                var index;
                for (index = 0; index < opaqueSubMeshes.length; index++) {
                    renderSubMesh(opaqueSubMeshes.data[index]);
                }
                engine.setAlphaTesting(true);
                for (index = 0; index < alphaTestSubMeshes.length; index++) {
                    renderSubMesh(alphaTestSubMeshes.data[index]);
                }
                engine.setAlphaTesting(false);
                if (transparentSubMeshes.length) {
                    for (index = 0; index < transparentSubMeshes.length; index++) {
                        var submesh = transparentSubMeshes.data[index];
                        submesh._alphaIndex = submesh.getMesh().alphaIndex;
                        submesh._distanceToCamera = submesh.getBoundingInfo().boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
                    }
                    var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
                    sortedArray.sort(function (a, b) {
                        // Alpha index first
                        if (a._alphaIndex > b._alphaIndex) {
                            return 1;
                        }
                        if (a._alphaIndex < b._alphaIndex) {
                            return -1;
                        }
                        // Then distance to camera
                        if (a._distanceToCamera < b._distanceToCamera) {
                            return 1;
                        }
                        if (a._distanceToCamera > b._distanceToCamera) {
                            return -1;
                        }
                        return 0;
                    });
                    // Render sub meshes
                    engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
                    for (index = 0; index < sortedArray.length; index++) {
                        renderSubMesh(sortedArray[index]);
                    }
                    engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
                }
            };
        };
        VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
            var transform = scene.getTransformMatrix();
            var pos = BABYLON.Vector3.Project(this.useCustomMeshPosition ? this._customMeshPosition : this.mesh.position, BABYLON.Matrix.Identity(), transform, this._viewPort);
            this._screenCoordinates.x = pos.x / this._viewPort.width;
            this._screenCoordinates.y = pos.y / this._viewPort.height;
            if (this.invert)
                this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
        };
        // Static methods
        /**
        * Creates a default mesh for the Volumeric Light Scattering post-process
        * @param {string} The mesh name
        * @param {BABYLON.Scene} The scene where to create the mesh
        * @return {BABYLON.Mesh} the default mesh
        */
        VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
            var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
            mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
            mesh.material = new BABYLON.StandardMaterial(name + "Material", scene);
            return mesh;
        };
        return VolumetricLightScatteringPostProcess;
    })(BABYLON.PostProcess);
    BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
var BABYLON;
(function (BABYLON) {
    var LensRenderingPipeline = (function (_super) {
        __extends(LensRenderingPipeline, _super);
        /**
         * @constructor
         *
         * Effect parameters are as follow:
         * {
         *      chromatic_aberration: number;       // from 0 to x (1 for realism)
         *      edge_blur: number;                  // from 0 to x (1 for realism)
         *      distortion: number;                 // from 0 to x (1 for realism)
         *      grain_amount: number;               // from 0 to 1
         *      grain_texture: BABYLON.Texture;     // texture to use for grain effect; if unset, use random B&W noise
         *      dof_focus_depth: number;            // depth-of-field: focus depth; unset to disable (disabled by default)
         *      dof_aperture: number;               // depth-of-field: focus blur bias (default: 1)
         *      dof_pentagon: boolean;              // depth-of-field: makes a pentagon-like "bokeh" effect
         *      dof_gain: number;                   // depth-of-field: depthOfField gain; unset to disable (disabled by default)
         *      dof_threshold: number;              // depth-of-field: depthOfField threshold (default: 1)
         *      blur_noise: boolean;                // add a little bit of noise to the blur (default: true)
         * }
         * Note: if an effect parameter is unset, effect is disabled
         *
         * @param {string} name - The rendering pipeline name
         * @param {object} parameters - An object containing all parameters (see above)
         * @param {BABYLON.Scene} scene - The scene linked to this pipeline
         * @param {number} ratio - The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
         * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
         */
        function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
            var _this = this;
            if (ratio === void 0) { ratio = 1.0; }
            _super.call(this, scene.getEngine(), name);
            // Lens effects can be of the following:
            // - chromatic aberration (slight shift of RGB colors)
            // - blur on the edge of the lens
            // - lens distortion
            // - depth-of-field blur & highlights enhancing
            // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
            // - grain effect (noise or custom texture)
            // Two additional texture samplers are needed:
            // - depth map (for depth-of-field)
            // - grain texture
            /**
            * The chromatic aberration PostProcess id in the pipeline
            * @type {string}
            */
            this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
            /**
            * The highlights enhancing PostProcess id in the pipeline
            * @type {string}
            */
            this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
            /**
            * The depth-of-field PostProcess id in the pipeline
            * @type {string}
            */
            this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
            this._scene = scene;
            // Fetch texture samplers
            this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
            if (parameters.grain_texture) {
                this._grainTexture = parameters.grain_texture;
            }
            else {
                this._createGrainTexture();
            }
            // save parameters
            this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
            this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
            this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
            this._distortion = parameters.distortion ? parameters.distortion : 0;
            this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
            this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
            this._dofDepth = parameters.dof_focus_depth !== undefined ? parameters.dof_focus_depth : -1;
            this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
            this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
            this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
            // Create effects
            this._createChromaticAberrationPostProcess(ratio);
            this._createHighlightsPostProcess(ratio);
            this._createDepthOfFieldPostProcess(ratio);
            // Set up pipeline
            this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.LensChromaticAberrationEffect, function () {
                return _this._chromaticAberrationPostProcess;
            }, true));
            this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.HighlightsEnhancingEffect, function () {
                return _this._highlightsPostProcess;
            }, true));
            this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.LensDepthOfFieldEffect, function () {
                return _this._depthOfFieldPostProcess;
            }, true));
            if (this._highlightsGain == -1) {
                this._disableEffect(this.HighlightsEnhancingEffect, null);
            }
            // Finish
            scene.postProcessRenderPipelineManager.addPipeline(this);
            if (cameras) {
                scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
            }
        }
        // public methods (self explanatory)
        LensRenderingPipeline.prototype.setEdgeBlur = function (amount) {
            this._edgeBlur = amount;
        };
        LensRenderingPipeline.prototype.disableEdgeBlur = function () {
            this._edgeBlur = 0;
        };
        LensRenderingPipeline.prototype.setGrainAmount = function (amount) {
            this._grainAmount = amount;
        };
        LensRenderingPipeline.prototype.disableGrain = function () {
            this._grainAmount = 0;
        };
        LensRenderingPipeline.prototype.setChromaticAberration = function (amount) {
            this._chromaticAberration = amount;
        };
        LensRenderingPipeline.prototype.disableChromaticAberration = function () {
            this._chromaticAberration = 0;
        };
        LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) {
            this._distortion = amount;
        };
        LensRenderingPipeline.prototype.disableEdgeDistortion = function () {
            this._distortion = 0;
        };
        LensRenderingPipeline.prototype.setFocusDepth = function (amount) {
            this._dofDepth = amount;
        };
        LensRenderingPipeline.prototype.disableDepthOfField = function () {
            this._dofDepth = -1;
        };
        LensRenderingPipeline.prototype.setAperture = function (amount) {
            this._dofAperture = amount;
        };
        LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
            this._dofPentagon = true;
        };
        LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
            this._dofPentagon = false;
        };
        LensRenderingPipeline.prototype.enableNoiseBlur = function () {
            this._blurNoise = true;
        };
        LensRenderingPipeline.prototype.disableNoiseBlur = function () {
            this._blurNoise = false;
        };
        LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
            this._highlightsGain = amount;
        };
        LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
            if (this._highlightsGain == -1) {
                this._highlightsGain = 1.0;
            }
            this._highlightsThreshold = amount;
        };
        LensRenderingPipeline.prototype.disableHighlights = function () {
            this._highlightsGain = -1;
        };
        /**
         * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
         */
        LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
            if (disableDepthRender === void 0) { disableDepthRender = false; }
            this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
            this._chromaticAberrationPostProcess = undefined;
            this._highlightsPostProcess = undefined;
            this._depthOfFieldPostProcess = undefined;
            this._grainTexture.dispose();
            if (disableDepthRender)
                this._scene.disableDepthRenderer();
        };
        // colors shifting and distortion
        LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
            var _this = this;
            this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height"], [], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
            this._chromaticAberrationPostProcess.onApply = function (effect) {
                effect.setFloat('chromatic_aberration', _this._chromaticAberration);
                effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width);
                effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height);
            };
        };
        // highlights enhancing
        LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
            var _this = this;
            this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["pentagon", "gain", "threshold", "screen_width", "screen_height"], [], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
            this._highlightsPostProcess.onApply = function (effect) {
                effect.setFloat('gain', _this._highlightsGain);
                effect.setFloat('threshold', _this._highlightsThreshold);
                effect.setBool('pentagon', _this._dofPentagon);
                effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
                effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width);
                effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height);
            };
        };
        // colors shifting and distortion
        LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
            var _this = this;
            this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
                "focus_depth",
                "aperture",
                "pentagon",
                "maxZ",
                "edge_blur",
                "chromatic_aberration",
                "distortion",
                "blur_noise",
                "grain_amount",
                "screen_width",
                "screen_height",
                "highlights"
            ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
            this._depthOfFieldPostProcess.onApply = function (effect) {
                effect.setBool('blur_noise', _this._blurNoise);
                effect.setFloat('maxZ', _this._scene.activeCamera.maxZ);
                effect.setFloat('grain_amount', _this._grainAmount);
                effect.setTexture("depthSampler", _this._depthTexture);
                effect.setTexture("grainSampler", _this._grainTexture);
                effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
                effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
                effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width);
                effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height);
                effect.setFloat('distortion', _this._distortion);
                effect.setFloat('focus_depth', _this._dofDepth);
                effect.setFloat('aperture', _this._dofAperture);
                effect.setFloat('edge_blur', _this._edgeBlur);
                effect.setBool('highlights', (_this._highlightsGain != -1));
            };
        };
        // creates a black and white random noise texture, 512x512
        LensRenderingPipeline.prototype._createGrainTexture = function () {
            var size = 512;
            this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
            this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
            this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
            var context = this._grainTexture.getContext();
            var rand = function (min, max) {
                return Math.random() * (max - min) + min;
            };
            var value;
            for (var x = 0; x < size; x++) {
                for (var y = 0; y < size; y++) {
                    value = Math.floor(rand(0.42, 0.58) * 255);
                    context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
                    context.fillRect(x, y, 1, 1);
                }
            }
            this._grainTexture.update(false);
        };
        return LensRenderingPipeline;
    })(BABYLON.PostProcessRenderPipeline);
    BABYLON.LensRenderingPipeline = LensRenderingPipeline;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.lensRenderingPipeline.js.map//
//  This post-process allows the modification of rendered colors by using
//  a 'look-up table' (LUT). This effect is also called Color Grading.
// 
//  The object needs to be provided an url to a texture containing the color
//  look-up table: the texture must be 256 pixels wide and 16 pixels high.
//  Use an image editing software to tweak the LUT to match your needs.
// 
//  For an example of a color LUT, see here:
//      http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
//  For explanations on color grading, see here:
//      http://udn.epicgames.com/Three/ColorGrading.html
//

var BABYLON;
(function (BABYLON) {
    var ColorCorrectionPostProcess = (function (_super) {
        __extends(ColorCorrectionPostProcess, _super);
        function ColorCorrectionPostProcess(name, colorTableUrl, ratio, camera, samplingMode, engine, reusable) {
            var _this = this;
            _super.call(this, name, 'colorCorrection', null, ['colorTable'], ratio, camera, samplingMode, engine, reusable);
            this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
            this._colorTableTexture.anisotropicFilteringLevel = 1;
            this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
            this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
            this.onApply = function (effect) {
                effect.setTexture("colorTable", _this._colorTableTexture);
            };
        }
        return ColorCorrectionPostProcess;
    })(BABYLON.PostProcess);
    BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.colorCorrectionPostProcess.js.mapvar BABYLON;
(function (BABYLON) {
    var SmartCollection = (function () {
        function SmartCollection(capacity) {
            if (capacity === void 0) { capacity = 10; }
            this.count = 0;
            this._initialCapacity = capacity;
            this.items = {};
            this._keys = new Array(this._initialCapacity);
        }
        SmartCollection.prototype.add = function (key, item) {
            if (this.items[key] != undefined) {
                return -1;
            }
            this.items[key] = item;
            //literal keys are always strings, but we keep source type of key in _keys array
            this._keys[this.count++] = key;
            if (this.count > this._keys.length) {
                this._keys.length *= 2;
            }
            return this.count;
        };
        SmartCollection.prototype.remove = function (key) {
            if (this.items[key] == undefined) {
                return -1;
            }
            return this.removeItemOfIndex(this.indexOf(key));
        };
        SmartCollection.prototype.removeItemOfIndex = function (index) {
            if (index < this.count && index > -1) {
                delete this.items[this._keys[index]];
                while (index < this.count) {
                    this._keys[index] = this._keys[index + 1];
                    index++;
                }
            }
            else {
                return -1;
            }
            return --this.count;
        };
        SmartCollection.prototype.indexOf = function (key) {
            for (var i = 0; i !== this.count; i++) {
                if (this._keys[i] === key) {
                    return i;
                }
            }
            return -1;
        };
        SmartCollection.prototype.item = function (key) {
            return this.items[key];
        };
        SmartCollection.prototype.getAllKeys = function () {
            if (this.count > 0) {
                var keys = new Array(this.count);
                for (var i = 0; i < this.count; i++) {
                    keys[i] = this._keys[i];
                }
                return keys;
            }
            else {
                return undefined;
            }
        };
        SmartCollection.prototype.getKeyByIndex = function (index) {
            if (index < this.count && index > -1) {
                return this._keys[index];
            }
            else {
                return undefined;
            }
        };
        SmartCollection.prototype.getItemByIndex = function (index) {
            if (index < this.count && index > -1) {
                return this.items[this._keys[index]];
            }
            else {
                return undefined;
            }
        };
        SmartCollection.prototype.empty = function () {
            if (this.count > 0) {
                this.count = 0;
                this.items = {};
                this._keys = new Array(this._initialCapacity);
            }
        };
        return SmartCollection;
    })();
    BABYLON.SmartCollection = SmartCollection;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.smartCollection.js.map