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Fix bug with particle systems and renderingGroups

David Catuhe 7 年之前
父節點
當前提交
0a50f3e82d

+ 1 - 1
.vscode/launch.json

@@ -1,5 +1,5 @@
 {
-    "version": "0.1.0",
+    "version": "2.0.0",
     "configurations": [
         {
             "name": "Launch Viewer (Chrome)",

+ 13 - 6
.vscode/tasks.json

@@ -1,19 +1,26 @@
 {
     // See https://go.microsoft.com/fwlink/?LinkId=733558
     // for the documentation about the tasks.json format
-    "version": "0.1.0",
+    "version": "2.0.0",
     "command": "gulp",
-    "isShellCommand": true,
     "args": [],
-    "showOutput": "always",
+    "type": "shell",
     "options": {
         "cwd": "${workspaceRoot}/Tools/Gulp"
     },
+    "presentation": {
+        "echo": true,
+        "reveal": "always",
+        "focus": false,
+        "panel": "shared"
+    },
     "tasks": [
         { 
-            "taskName": "run",
-            // Hijack Test Command for easy shortcut
-            "isTestCommand": true,
+            "label": "run",
+            "group": {
+                "kind": "build",
+                "isDefault": true
+            },
             "isBackground": true,
             "problemMatcher": {
                 "owner": "typescript",

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+ 3782 - 3782
Playground/babylon.d.txt


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+ 6027 - 6027
dist/preview release/babylon.d.ts


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+ 3 - 3
dist/preview release/babylon.js


+ 2 - 2
dist/preview release/babylon.max.js

@@ -20557,8 +20557,8 @@ var BABYLON;
             // Particles
             var activeCamera = this._scene.activeCamera;
             this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
-            for (var particleIndex = 0; particleIndex < this._scene._activeParticleSystems.length; particleIndex++) {
-                var particleSystem = this._scene._activeParticleSystems.data[particleIndex];
+            for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
+                var particleSystem = this._particleSystems.data[particleIndex];
                 if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
                     continue;
                 }

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+ 3 - 3
dist/preview release/babylon.worker.js


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+ 9119 - 9119
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.d.ts


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+ 3 - 3
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.js


+ 2 - 2
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.max.js

@@ -20557,8 +20557,8 @@ var BABYLON;
             // Particles
             var activeCamera = this._scene.activeCamera;
             this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
-            for (var particleIndex = 0; particleIndex < this._scene._activeParticleSystems.length; particleIndex++) {
-                var particleSystem = this._scene._activeParticleSystems.data[particleIndex];
+            for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
+                var particleSystem = this._particleSystems.data[particleIndex];
                 if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
                     continue;
                 }

+ 2 - 2
dist/preview release/customConfigurations/minimalGLTFViewer/es6.js

@@ -20543,8 +20543,8 @@ var BABYLON;
             // Particles
             var activeCamera = this._scene.activeCamera;
             this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
-            for (var particleIndex = 0; particleIndex < this._scene._activeParticleSystems.length; particleIndex++) {
-                var particleSystem = this._scene._activeParticleSystems.data[particleIndex];
+            for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
+                var particleSystem = this._particleSystems.data[particleIndex];
                 if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
                     continue;
                 }

+ 2 - 2
dist/preview release/es6.js

@@ -20543,8 +20543,8 @@ var BABYLON;
             // Particles
             var activeCamera = this._scene.activeCamera;
             this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
-            for (var particleIndex = 0; particleIndex < this._scene._activeParticleSystems.length; particleIndex++) {
-                var particleSystem = this._scene._activeParticleSystems.data[particleIndex];
+            for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
+                var particleSystem = this._particleSystems.data[particleIndex];
                 if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
                     continue;
                 }

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+ 2 - 2
dist/preview release/inspector/babylon.inspector.bundle.js


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+ 1 - 1
dist/preview release/loaders/babylon.objFileLoader.min.js


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+ 2 - 2
dist/preview release/loaders/babylonjs.loaders.min.js


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+ 12 - 12
dist/preview release/viewer/babylon.viewer.js


+ 2 - 2
src/Rendering/babylon.renderingGroup.ts

@@ -362,8 +362,8 @@
             // Particles
             var activeCamera = this._scene.activeCamera;
             this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
-            for (var particleIndex = 0; particleIndex < this._scene._activeParticleSystems.length; particleIndex++) {
-                var particleSystem = this._scene._activeParticleSystems.data[particleIndex];
+            for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
+                var particleSystem = this._particleSystems.data[particleIndex];
 
                 if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
                     continue;