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- var __extends = (this && this.__extends) || function (d, b) {
- for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
- function __() { this.constructor = d; }
- d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
- };
- var BABYLON;
- (function (BABYLON) {
- var AbstractMesh = (function (_super) {
- __extends(AbstractMesh, _super);
- // Constructor
- function AbstractMesh(name, scene) {
- var _this = this;
- _super.call(this, name, scene);
- // Events
- /**
- * An event triggered when the mesh is disposed.
- * @type {BABYLON.Observable}
- */
- this.onDisposeObservable = new BABYLON.Observable();
- /**
- * An event triggered when this mesh collides with another one
- * @type {BABYLON.Observable}
- */
- this.onCollideObservable = new BABYLON.Observable();
- /**
- * An event triggered when the collision's position changes
- * @type {BABYLON.Observable}
- */
- this.onCollisionPositionChangeObservable = new BABYLON.Observable();
- /**
- * An event triggered after the world matrix is updated
- * @type {BABYLON.Observable}
- */
- this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
- // 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.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.computeBonesUsingShaders = true;
- this.scalingDeterminant = 1;
- this.numBoneInfluencers = 4;
- this.useOctreeForRenderingSelection = true;
- this.useOctreeForPicking = true;
- this.useOctreeForCollisions = true;
- this.layerMask = 0x0FFFFFFF;
- this.alwaysSelectAsActiveMesh = false;
- // Collisions
- this._checkCollisions = false;
- 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);
- // Edges
- this.edgesWidth = 1;
- this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
- // Cache
- 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._isWorldMatrixFrozen = false;
- this._unIndexed = false;
- this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
- if (collidedMesh === void 0) { collidedMesh = null; }
- //TODO move this to the collision coordinator!
- if (_this.getScene().workerCollisions)
- newPosition.multiplyInPlace(_this._collider.radius);
- newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
- if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
- _this.position.addInPlace(_this._diffPositionForCollisions);
- }
- if (collidedMesh) {
- _this.onCollideObservable.notifyObservers(collidedMesh);
- }
- _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
- };
- 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, "onDispose", {
- set: function (callback) {
- if (this._onDisposeObserver) {
- this.onDisposeObservable.remove(this._onDisposeObserver);
- }
- this._onDisposeObserver = this.onDisposeObservable.add(callback);
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(AbstractMesh.prototype, "onCollide", {
- set: function (callback) {
- if (this._onCollideObserver) {
- this.onCollideObservable.remove(this._onCollideObserver);
- }
- this._onCollideObserver = this.onCollideObservable.add(callback);
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
- set: function (callback) {
- if (this._onCollisionPositionChangeObserver) {
- this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
- }
- this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(AbstractMesh.prototype, "skeleton", {
- get: function () {
- return this._skeleton;
- },
- set: function (value) {
- if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
- this._skeleton._unregisterMeshWithPoseMatrix(this);
- }
- if (value && value.needInitialSkinMatrix) {
- value._registerMeshWithPoseMatrix(this);
- }
- this._skeleton = value;
- if (!this._skeleton) {
- this._bonesTransformMatrices = null;
- }
- },
- enumerable: true,
- configurable: true
- });
- /**
- * @param {boolean} fullDetails - support for multiple levels of logging within scene loading
- */
- AbstractMesh.prototype.toString = function (fullDetails) {
- var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
- ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
- if (this._skeleton) {
- ret += ", skeleton: " + this._skeleton.name;
- }
- if (fullDetails) {
- ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
- ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
- }
- return ret;
- };
- Object.defineProperty(AbstractMesh.prototype, "rotation", {
- /**
- * Getting the rotation object.
- * If rotation quaternion is set, this vector will (almost always) be the Zero vector!
- */
- get: function () {
- return this._rotation;
- },
- set: function (newRotation) {
- this._rotation = newRotation;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(AbstractMesh.prototype, "scaling", {
- get: function () {
- return this._scaling;
- },
- set: function (newScaling) {
- this._scaling = newScaling;
- if (this.physicsImpostor) {
- this.physicsImpostor.forceUpdate();
- }
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(AbstractMesh.prototype, "rotationQuaternion", {
- get: function () {
- return this._rotationQuaternion;
- },
- set: function (quaternion) {
- this._rotationQuaternion = quaternion;
- //reset the rotation vector.
- if (quaternion && this.rotation.length()) {
- this.rotation.copyFromFloats(0, 0, 0);
- }
- },
- enumerable: true,
- configurable: true
- });
- // Methods
- AbstractMesh.prototype.updatePoseMatrix = function (matrix) {
- this._poseMatrix.copyFrom(matrix);
- };
- AbstractMesh.prototype.getPoseMatrix = function () {
- return this._poseMatrix;
- };
- AbstractMesh.prototype.disableEdgesRendering = function () {
- if (this._edgesRenderer !== undefined) {
- this._edgesRenderer.dispose();
- this._edgesRenderer = undefined;
- }
- };
- AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
- if (epsilon === void 0) { epsilon = 0.95; }
- if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
- this.disableEdgesRendering();
- this._edgesRenderer = new BABYLON.EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
- };
- Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
- 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;
- };
- AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
- this._boundingInfo = 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._preActivateForIntermediateRendering = function (renderId) {
- };
- 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.freezeWorldMatrix = function () {
- this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
- this.computeWorldMatrix(true);
- this._isWorldMatrixFrozen = true;
- };
- AbstractMesh.prototype.unfreezeWorldMatrix = function () {
- this._isWorldMatrixFrozen = false;
- this.computeWorldMatrix(true);
- };
- Object.defineProperty(AbstractMesh.prototype, "isWorldMatrixFrozen", {
- get: function () {
- return this._isWorldMatrixFrozen;
- },
- enumerable: true,
- configurable: true
- });
- AbstractMesh.prototype.rotate = function (axis, amount, space) {
- axis.normalize();
- if (!this.rotationQuaternion) {
- this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
- this.rotation = BABYLON.Vector3.Zero();
- }
- var rotationQuaternion;
- if (!space || space === BABYLON.Space.LOCAL) {
- rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, AbstractMesh._rotationAxisCache);
- this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
- }
- else {
- if (this.parent) {
- var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
- invertParentWorldMatrix.invert();
- axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
- }
- rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, AbstractMesh._rotationAxisCache);
- rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
- }
- };
- AbstractMesh.prototype.translate = function (axis, distance, space) {
- var displacementVector = axis.scale(distance);
- if (!space || space === BABYLON.Space.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 !== this._cache.billboardMode || 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);
- this._cache.billboardMode = -1;
- };
- 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];
- if (!subMesh.IsGlobal) {
- subMesh.updateBoundingInfo(matrix);
- }
- }
- };
- AbstractMesh.prototype.computeWorldMatrix = function (force) {
- if (this._isWorldMatrixFrozen) {
- return this._worldMatrix;
- }
- if (!force && (this._currentRenderId === this.getScene().getRenderId() || this.isSynchronized(true))) {
- this._currentRenderId = this.getScene().getRenderId();
- return this._worldMatrix;
- }
- this._cache.position.copyFrom(this.position);
- this._cache.scaling.copyFrom(this.scaling);
- this._cache.pivotMatrixUpdated = false;
- this._cache.billboardMode = this.billboardMode;
- this._currentRenderId = this.getScene().getRenderId();
- this._isDirty = false;
- // Scaling
- BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
- // Rotation
- //rotate, if quaternion is set and rotation was used
- if (this.rotationQuaternion) {
- var len = this.rotation.length();
- if (len) {
- this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
- this.rotation.copyFromFloats(0, 0, 0);
- }
- }
- if (this.rotationQuaternion) {
- this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
- this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
- }
- else {
- BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
- this._cache.rotation.copyFrom(this.rotation);
- }
- // Translation
- if (this.infiniteDistance && !this.parent) {
- var camera = this.getScene().activeCamera;
- if (camera) {
- 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, BABYLON.Tmp.Matrix[2]);
- }
- }
- else {
- BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
- }
- // Composing transformations
- this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
- BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
- // Billboarding
- if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE && this.getScene().activeCamera) {
- BABYLON.Tmp.Vector3[0].copyFrom(this.position);
- var localPosition = BABYLON.Tmp.Vector3[0];
- if (this.parent && this.parent.getWorldMatrix) {
- this._markSyncedWithParent();
- var parentMatrix;
- if (this._meshToBoneReferal) {
- this.parent.getWorldMatrix().multiplyToRef(this._meshToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
- parentMatrix = BABYLON.Tmp.Matrix[6];
- }
- else {
- parentMatrix = this.parent.getWorldMatrix();
- }
- BABYLON.Vector3.TransformNormalToRef(localPosition, parentMatrix, BABYLON.Tmp.Vector3[1]);
- localPosition = BABYLON.Tmp.Vector3[1];
- }
- var zero = this.getScene().activeCamera.globalPosition.clone();
- if (this.parent && this.parent.position) {
- localPosition.addInPlace(this.parent.position);
- BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, BABYLON.Tmp.Matrix[2]);
- }
- if ((this.billboardMode & AbstractMesh.BILLBOARDMODE_ALL) !== AbstractMesh.BILLBOARDMODE_ALL) {
- if (this.billboardMode & AbstractMesh.BILLBOARDMODE_X)
- zero.x = localPosition.x + BABYLON.Epsilon;
- if (this.billboardMode & AbstractMesh.BILLBOARDMODE_Y)
- zero.y = localPosition.y + BABYLON.Epsilon;
- if (this.billboardMode & AbstractMesh.BILLBOARDMODE_Z)
- zero.z = localPosition.z + BABYLON.Epsilon;
- }
- BABYLON.Matrix.LookAtLHToRef(localPosition, zero, BABYLON.Vector3.Up(), BABYLON.Tmp.Matrix[3]);
- BABYLON.Tmp.Matrix[3].m[12] = BABYLON.Tmp.Matrix[3].m[13] = BABYLON.Tmp.Matrix[3].m[14] = 0;
- BABYLON.Tmp.Matrix[3].invert();
- BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[3], this._localWorld);
- this._rotateYByPI.multiplyToRef(this._localWorld, BABYLON.Tmp.Matrix[5]);
- }
- // Local world
- BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localWorld);
- // Parent
- if (this.parent && this.parent.getWorldMatrix && this.billboardMode === AbstractMesh.BILLBOARDMODE_NONE) {
- this._markSyncedWithParent();
- if (this._meshToBoneReferal) {
- this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
- BABYLON.Tmp.Matrix[6].multiplyToRef(this._meshToBoneReferal.getWorldMatrix(), this._worldMatrix);
- }
- else {
- 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]);
- // Callbacks
- this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
- if (!this._poseMatrix) {
- this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
- }
- 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.onAfterWorldMatrixUpdateObservable.add(func);
- };
- AbstractMesh.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
- this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
- };
- 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(true);
- this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
- };
- AbstractMesh.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
- /// <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>
- if (yawCor === void 0) { yawCor = 0; }
- if (pitchCor === void 0) { pitchCor = 0; }
- if (rollCor === void 0) { rollCor = 0; }
- if (space === void 0) { space = BABYLON.Space.LOCAL; }
- var dv = AbstractMesh._lookAtVectorCache;
- var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
- targetPoint.subtractToRef(pos, dv);
- 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 = this.rotationQuaternion || new BABYLON.Quaternion();
- BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
- };
- AbstractMesh.prototype.attachToBone = function (bone, affectedMesh) {
- this._meshToBoneReferal = affectedMesh;
- this.parent = bone;
- if (bone.getWorldMatrix().determinant() < 0) {
- this.scalingDeterminant *= -1;
- }
- };
- AbstractMesh.prototype.detachFromBone = function () {
- if (this.parent.getWorldMatrix().determinant() < 0) {
- this.scalingDeterminant *= -1;
- }
- this._meshToBoneReferal = null;
- this.parent = null;
- };
- AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
- return this._boundingInfo.isInFrustum(frustumPlanes);
- };
- AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
- return this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
- ;
- };
- 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
- /**
- * @Deprecated. Use new PhysicsImpostor instead.
- * */
- AbstractMesh.prototype.setPhysicsState = function (impostor, options) {
- //legacy support
- if (impostor.impostor) {
- options = impostor;
- impostor = impostor.impostor;
- }
- this.physicsImpostor = new BABYLON.PhysicsImpostor(this, impostor, options, this.getScene());
- return this.physicsImpostor.physicsBody;
- };
- AbstractMesh.prototype.getPhysicsImpostor = function () {
- return this.physicsImpostor;
- };
- /**
- * @Deprecated. Use getPhysicsImpostor().getParam("mass");
- */
- AbstractMesh.prototype.getPhysicsMass = function () {
- return this.physicsImpostor.getParam("mass");
- };
- /**
- * @Deprecated. Use getPhysicsImpostor().getParam("friction");
- */
- AbstractMesh.prototype.getPhysicsFriction = function () {
- return this.physicsImpostor.getParam("friction");
- };
- /**
- * @Deprecated. Use getPhysicsImpostor().getParam("restitution");
- */
- AbstractMesh.prototype.getPhysicsRestitution = function () {
- return this.physicsImpostor.getParam("resitution");
- };
- 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.physicsImpostor) {
- return;
- }
- this.physicsImpostor.applyImpulse(force, contactPoint);
- };
- AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
- if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
- return;
- }
- this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
- mainPivot: pivot1,
- connectedPivot: pivot2,
- nativeParams: options
- });
- };
- /**
- * @Deprecated
- */
- AbstractMesh.prototype.updatePhysicsBodyPosition = function () {
- BABYLON.Tools.Warn("updatePhysicsBodyPosition() is deprecated, please use updatePhysicsBody()");
- this.updatePhysicsBody();
- };
- /**
- * @Deprecated
- * Calling this function is not needed anymore.
- * The physics engine takes care of transofmration automatically.
- */
- AbstractMesh.prototype.updatePhysicsBody = function () {
- //Unneeded
- };
- Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
- // Collisions
- get: function () {
- return this._checkCollisions;
- },
- set: function (collisionEnabled) {
- this._checkCollisions = collisionEnabled;
- if (this.getScene().workerCollisions) {
- this.getScene().collisionCoordinator.onMeshUpdated(this);
- }
- },
- enumerable: true,
- configurable: true
- });
- 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().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, velocity, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
- };
- // 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._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
- if (collider.collisionFound) {
- collider.collidedMesh = this;
- }
- };
- 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 _this = this;
- var index;
- // Action manager
- if (this.actionManager) {
- this.actionManager.dispose();
- this.actionManager = null;
- }
- // Skeleton
- this.skeleton = null;
- // Animations
- this.getScene().stopAnimation(this);
- // Physics
- if (this.physicsImpostor) {
- this.physicsImpostor.dispose();
- }
- // Intersections in progress
- 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 = [];
- // Lights
- var lights = this.getScene().lights;
- lights.forEach(function (light) {
- var meshIndex = light.includedOnlyMeshes.indexOf(_this);
- if (meshIndex !== -1) {
- light.includedOnlyMeshes.splice(meshIndex, 1);
- }
- meshIndex = light.excludedMeshes.indexOf(_this);
- if (meshIndex !== -1) {
- light.excludedMeshes.splice(meshIndex, 1);
- }
- });
- // Edges
- if (this._edgesRenderer) {
- this._edgesRenderer.dispose();
- this._edgesRenderer = null;
- }
- // SubMeshes
- this.releaseSubMeshes();
- // Remove from scene
- this.getScene().removeMesh(this);
- if (!doNotRecurse) {
- // Particles
- 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.getDescendants(true);
- for (index = 0; index < objects.length; index++) {
- objects[index].dispose();
- }
- }
- else {
- var childMeshes = this.getChildMeshes(true);
- for (index = 0; index < childMeshes.length; index++) {
- var child = childMeshes[index];
- child.parent = null;
- child.computeWorldMatrix(true);
- }
- }
- _super.prototype.dispose.call(this);
- this.onAfterWorldMatrixUpdateObservable.clear();
- this.onCollideObservable.clear();
- this.onCollisionPositionChangeObservable.clear();
- this._isDisposed = true;
- // Callback
- this.onDisposeObservable.notifyObservers(this);
- this.onDisposeObservable.clear();
- };
- // Statics
- AbstractMesh._BILLBOARDMODE_NONE = 0;
- AbstractMesh._BILLBOARDMODE_X = 1;
- AbstractMesh._BILLBOARDMODE_Y = 2;
- AbstractMesh._BILLBOARDMODE_Z = 4;
- AbstractMesh._BILLBOARDMODE_ALL = 7;
- AbstractMesh._rotationAxisCache = new BABYLON.Quaternion();
- AbstractMesh._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
- return AbstractMesh;
- })(BABYLON.Node);
- BABYLON.AbstractMesh = AbstractMesh;
- })(BABYLON || (BABYLON = {}));
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