Sebastien Vandenberghe 8 years ago
parent
commit
16229046f6

+ 287 - 277
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.d.ts

@@ -3808,120 +3808,6 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class BoundingBox implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        vectors: Vector3[];
-        center: Vector3;
-        centerWorld: Vector3;
-        extendSize: Vector3;
-        extendSizeWorld: Vector3;
-        directions: Vector3[];
-        vectorsWorld: Vector3[];
-        minimumWorld: Vector3;
-        maximumWorld: Vector3;
-        private _worldMatrix;
-        constructor(minimum: Vector3, maximum: Vector3);
-        getWorldMatrix(): Matrix;
-        setWorldMatrix(matrix: Matrix): BoundingBox;
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsMinMax(min: Vector3, max: Vector3): boolean;
-        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
-        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
-        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
-        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
-    }
-}
-
-declare module BABYLON {
-    interface ICullable {
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-    }
-    class BoundingInfo implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        boundingBox: BoundingBox;
-        boundingSphere: BoundingSphere;
-        private _isLocked;
-        constructor(minimum: Vector3, maximum: Vector3);
-        isLocked: boolean;
-        update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        _checkCollision(collider: Collider): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
-    }
-}
-
-declare module BABYLON {
-    class BoundingSphere {
-        minimum: Vector3;
-        maximum: Vector3;
-        center: Vector3;
-        radius: number;
-        centerWorld: Vector3;
-        radiusWorld: number;
-        private _tempRadiusVector;
-        constructor(minimum: Vector3, maximum: Vector3);
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
-    }
-}
-
-declare module BABYLON {
-    class Ray {
-        origin: Vector3;
-        direction: Vector3;
-        length: number;
-        private _edge1;
-        private _edge2;
-        private _pvec;
-        private _tvec;
-        private _qvec;
-        private _tmpRay;
-        private _rayHelper;
-        constructor(origin: Vector3, direction: Vector3, length?: number);
-        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
-        intersectsBox(box: BoundingBox): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
-        intersectsPlane(plane: Plane): number;
-        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
-        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
-        private _comparePickingInfo(pickingInfoA, pickingInfoB);
-        private static smallnum;
-        private static rayl;
-        /**
-         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
-         * @param sega the first point of the segment to test the intersection against
-         * @param segb the second point of the segment to test the intersection against
-         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
-         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
-         */
-        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
-        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
-        /**
-        * 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.
-        */
-        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
-        static Transform(ray: Ray, matrix: Matrix): Ray;
-        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
-    }
-}
-
-declare module BABYLON {
     class Collider {
     class Collider {
         radius: Vector3;
         radius: Vector3;
         retry: number;
         retry: number;
@@ -4164,6 +4050,120 @@ declare module BABYLON {
     }
     }
 }
 }
 
 
+declare module BABYLON {
+    class BoundingBox implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        vectors: Vector3[];
+        center: Vector3;
+        centerWorld: Vector3;
+        extendSize: Vector3;
+        extendSizeWorld: Vector3;
+        directions: Vector3[];
+        vectorsWorld: Vector3[];
+        minimumWorld: Vector3;
+        maximumWorld: Vector3;
+        private _worldMatrix;
+        constructor(minimum: Vector3, maximum: Vector3);
+        getWorldMatrix(): Matrix;
+        setWorldMatrix(matrix: Matrix): BoundingBox;
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsMinMax(min: Vector3, max: Vector3): boolean;
+        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
+        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
+        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+    }
+}
+
+declare module BABYLON {
+    interface ICullable {
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+    }
+    class BoundingInfo implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        boundingBox: BoundingBox;
+        boundingSphere: BoundingSphere;
+        private _isLocked;
+        constructor(minimum: Vector3, maximum: Vector3);
+        isLocked: boolean;
+        update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        _checkCollision(collider: Collider): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
+    }
+}
+
+declare module BABYLON {
+    class BoundingSphere {
+        minimum: Vector3;
+        maximum: Vector3;
+        center: Vector3;
+        radius: number;
+        centerWorld: Vector3;
+        radiusWorld: number;
+        private _tempRadiusVector;
+        constructor(minimum: Vector3, maximum: Vector3);
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
+    }
+}
+
+declare module BABYLON {
+    class Ray {
+        origin: Vector3;
+        direction: Vector3;
+        length: number;
+        private _edge1;
+        private _edge2;
+        private _pvec;
+        private _tvec;
+        private _qvec;
+        private _tmpRay;
+        private _rayHelper;
+        constructor(origin: Vector3, direction: Vector3, length?: number);
+        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
+        intersectsBox(box: BoundingBox): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
+        intersectsPlane(plane: Plane): number;
+        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
+        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
+        private _comparePickingInfo(pickingInfoA, pickingInfoB);
+        private static smallnum;
+        private static rayl;
+        /**
+         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
+         * @param sega the first point of the segment to test the intersection against
+         * @param segb the second point of the segment to test the intersection against
+         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
+         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
+         */
+        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
+        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
+        /**
+        * 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.
+        */
+        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
+        static Transform(ray: Ray, matrix: Matrix): Ray;
+        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
+    }
+}
+
 declare module BABYLON.Debug {
 declare module BABYLON.Debug {
     class AxesViewer {
     class AxesViewer {
         private _xline;
         private _xline;
@@ -13063,36 +13063,6 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class ReflectionProbe {
-        name: string;
-        private _scene;
-        private _renderTargetTexture;
-        private _projectionMatrix;
-        private _viewMatrix;
-        private _target;
-        private _add;
-        private _attachedMesh;
-        invertYAxis: boolean;
-        position: Vector3;
-        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
-        samples: number;
-        refreshRate: number;
-        getScene(): Scene;
-        readonly cubeTexture: RenderTargetTexture;
-        readonly renderList: AbstractMesh[];
-        attachToMesh(mesh: AbstractMesh): void;
-        /**
-         * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
-         *
-         * @param renderingGroupId The rendering group id corresponding to its index
-         * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
-         */
-        setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     class AnaglyphPostProcess extends PostProcess {
     class AnaglyphPostProcess extends PostProcess {
         private _passedProcess;
         private _passedProcess;
         constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
         constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
@@ -13616,6 +13586,36 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
+    class ReflectionProbe {
+        name: string;
+        private _scene;
+        private _renderTargetTexture;
+        private _projectionMatrix;
+        private _viewMatrix;
+        private _target;
+        private _add;
+        private _attachedMesh;
+        invertYAxis: boolean;
+        position: Vector3;
+        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
+        samples: number;
+        refreshRate: number;
+        getScene(): Scene;
+        readonly cubeTexture: RenderTargetTexture;
+        readonly renderList: AbstractMesh[];
+        attachToMesh(mesh: AbstractMesh): void;
+        /**
+         * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
+         *
+         * @param renderingGroupId The rendering group id corresponding to its index
+         * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
+         */
+        setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
     class BoundingBoxRenderer {
     class BoundingBoxRenderer {
         frontColor: Color3;
         frontColor: Color3;
         backColor: Color3;
         backColor: Color3;
@@ -15514,139 +15514,6 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class VRCameraMetrics {
-        hResolution: number;
-        vResolution: number;
-        hScreenSize: number;
-        vScreenSize: number;
-        vScreenCenter: number;
-        eyeToScreenDistance: number;
-        lensSeparationDistance: number;
-        interpupillaryDistance: number;
-        distortionK: number[];
-        chromaAbCorrection: number[];
-        postProcessScaleFactor: number;
-        lensCenterOffset: number;
-        compensateDistortion: boolean;
-        readonly aspectRatio: number;
-        readonly aspectRatioFov: number;
-        readonly leftHMatrix: Matrix;
-        readonly rightHMatrix: Matrix;
-        readonly leftPreViewMatrix: Matrix;
-        readonly rightPreViewMatrix: Matrix;
-        static GetDefault(): VRCameraMetrics;
-    }
-}
-
-declare module BABYLON {
-    class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-    class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
-        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-}
-
-declare var HMDVRDevice: any;
-declare var VRDisplay: any;
-declare var VRFrameData: any;
-declare module BABYLON {
-    /**
-     * This is a copy of VRPose.
-     * IMPORTANT!! The data is right-hand data.
-     * @export
-     * @interface DevicePose
-     */
-    interface DevicePose {
-        readonly position?: Float32Array;
-        readonly linearVelocity?: Float32Array;
-        readonly linearAcceleration?: Float32Array;
-        readonly orientation?: Float32Array;
-        readonly angularVelocity?: Float32Array;
-        readonly angularAcceleration?: Float32Array;
-    }
-    interface PoseControlled {
-        position: Vector3;
-        rotationQuaternion: Quaternion;
-        devicePosition?: Vector3;
-        deviceRotationQuaternion: Quaternion;
-        rawPose: DevicePose;
-        deviceScaleFactor: number;
-        updateFromDevice(poseData: DevicePose): any;
-    }
-    interface WebVROptions {
-        trackPosition?: boolean;
-        positionScale?: number;
-        displayName?: string;
-        controllerMeshes?: boolean;
-        defaultLightningOnControllers?: boolean;
-    }
-    class WebVRFreeCamera extends FreeCamera implements PoseControlled {
-        private webVROptions;
-        _vrDevice: any;
-        rawPose: DevicePose;
-        private _vrEnabled;
-        private _specsVersion;
-        private _attached;
-        private _oldSize;
-        private _oldHardwareScaleFactor;
-        private _frameData;
-        private _quaternionCache;
-        private _positionOffset;
-        protected _descendants: Array<Node>;
-        devicePosition: Vector3;
-        deviceRotationQuaternion: any;
-        deviceScaleFactor: number;
-        controllers: Array<WebVRController>;
-        nonVRControllers: Array<Gamepad>;
-        private _onControllersAttached;
-        private _onNonVRControllerAttached;
-        rigParenting: boolean;
-        private _lightOnControllers;
-        constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
-        onControllersAttached: (controllers: Array<WebVRController>) => void;
-        onNonVRControllerAttached: (controller: Gamepad) => void;
-        getControllerByName(name: string): WebVRController;
-        private _leftController;
-        readonly leftController: WebVRController;
-        private _rightController;
-        readonly rightController: WebVRController;
-        getForwardRay(length?: number): Ray;
-        _checkInputs(): void;
-        updateFromDevice(poseData: DevicePose): void;
-        /**
-         * WebVR's attach control will start broadcasting frames to the device.
-         * Note that in certain browsers (chrome for example) this function must be called
-         * within a user-interaction callback. Example:
-         * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
-         *
-         * @param {HTMLElement} element
-         * @param {boolean} [noPreventDefault]
-         *
-         * @memberOf WebVRFreeCamera
-         */
-        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
-        detachControl(element: HTMLElement): void;
-        getClassName(): string;
-        resetToCurrentRotation(): void;
-        _updateRigCameras(): void;
-        /**
-         * This function is called by the two RIG cameras.
-         * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
-         */
-        protected _getWebVRViewMatrix(): Matrix;
-        protected _getWebVRProjectionMatrix(): Matrix;
-        initControllers(): void;
-    }
-}
-
-declare module BABYLON {
     class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
     class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
         camera: ArcRotateCamera;
         camera: ArcRotateCamera;
         gamepad: Gamepad;
         gamepad: Gamepad;
@@ -15855,6 +15722,139 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
+    class VRCameraMetrics {
+        hResolution: number;
+        vResolution: number;
+        hScreenSize: number;
+        vScreenSize: number;
+        vScreenCenter: number;
+        eyeToScreenDistance: number;
+        lensSeparationDistance: number;
+        interpupillaryDistance: number;
+        distortionK: number[];
+        chromaAbCorrection: number[];
+        postProcessScaleFactor: number;
+        lensCenterOffset: number;
+        compensateDistortion: boolean;
+        readonly aspectRatio: number;
+        readonly aspectRatioFov: number;
+        readonly leftHMatrix: Matrix;
+        readonly rightHMatrix: Matrix;
+        readonly leftPreViewMatrix: Matrix;
+        readonly rightPreViewMatrix: Matrix;
+        static GetDefault(): VRCameraMetrics;
+    }
+}
+
+declare module BABYLON {
+    class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+    class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
+        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+}
+
+declare var HMDVRDevice: any;
+declare var VRDisplay: any;
+declare var VRFrameData: any;
+declare module BABYLON {
+    /**
+     * This is a copy of VRPose.
+     * IMPORTANT!! The data is right-hand data.
+     * @export
+     * @interface DevicePose
+     */
+    interface DevicePose {
+        readonly position?: Float32Array;
+        readonly linearVelocity?: Float32Array;
+        readonly linearAcceleration?: Float32Array;
+        readonly orientation?: Float32Array;
+        readonly angularVelocity?: Float32Array;
+        readonly angularAcceleration?: Float32Array;
+    }
+    interface PoseControlled {
+        position: Vector3;
+        rotationQuaternion: Quaternion;
+        devicePosition?: Vector3;
+        deviceRotationQuaternion: Quaternion;
+        rawPose: DevicePose;
+        deviceScaleFactor: number;
+        updateFromDevice(poseData: DevicePose): any;
+    }
+    interface WebVROptions {
+        trackPosition?: boolean;
+        positionScale?: number;
+        displayName?: string;
+        controllerMeshes?: boolean;
+        defaultLightningOnControllers?: boolean;
+    }
+    class WebVRFreeCamera extends FreeCamera implements PoseControlled {
+        private webVROptions;
+        _vrDevice: any;
+        rawPose: DevicePose;
+        private _vrEnabled;
+        private _specsVersion;
+        private _attached;
+        private _oldSize;
+        private _oldHardwareScaleFactor;
+        private _frameData;
+        private _quaternionCache;
+        private _positionOffset;
+        protected _descendants: Array<Node>;
+        devicePosition: Vector3;
+        deviceRotationQuaternion: any;
+        deviceScaleFactor: number;
+        controllers: Array<WebVRController>;
+        nonVRControllers: Array<Gamepad>;
+        private _onControllersAttached;
+        private _onNonVRControllerAttached;
+        rigParenting: boolean;
+        private _lightOnControllers;
+        constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
+        onControllersAttached: (controllers: Array<WebVRController>) => void;
+        onNonVRControllerAttached: (controller: Gamepad) => void;
+        getControllerByName(name: string): WebVRController;
+        private _leftController;
+        readonly leftController: WebVRController;
+        private _rightController;
+        readonly rightController: WebVRController;
+        getForwardRay(length?: number): Ray;
+        _checkInputs(): void;
+        updateFromDevice(poseData: DevicePose): void;
+        /**
+         * WebVR's attach control will start broadcasting frames to the device.
+         * Note that in certain browsers (chrome for example) this function must be called
+         * within a user-interaction callback. Example:
+         * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
+         *
+         * @param {HTMLElement} element
+         * @param {boolean} [noPreventDefault]
+         *
+         * @memberOf WebVRFreeCamera
+         */
+        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
+        detachControl(element: HTMLElement): void;
+        getClassName(): string;
+        resetToCurrentRotation(): void;
+        _updateRigCameras(): void;
+        /**
+         * This function is called by the two RIG cameras.
+         * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
+         */
+        protected _getWebVRViewMatrix(): Matrix;
+        protected _getWebVRProjectionMatrix(): Matrix;
+        initControllers(): void;
+    }
+}
+
+declare module BABYLON {
     interface IOctreeContainer<T> {
     interface IOctreeContainer<T> {
         blocks: Array<OctreeBlock<T>>;
         blocks: Array<OctreeBlock<T>>;
     }
     }
@@ -16279,6 +16279,11 @@ declare module BABYLON {
          */
          */
         protected _forceIrradianceInFragment: boolean;
         protected _forceIrradianceInFragment: boolean;
         /**
         /**
+         * Force normal to face away from face.
+         * (Temporary internal fix to remove before 3.1)
+         */
+        protected _forceNormalForward: boolean;
+        /**
          * Default configuration related to image processing available in the PBR Material.
          * Default configuration related to image processing available in the PBR Material.
          */
          */
         protected _imageProcessingConfiguration: ImageProcessingConfiguration;
         protected _imageProcessingConfiguration: ImageProcessingConfiguration;
@@ -16650,6 +16655,11 @@ declare module BABYLON {
          */
          */
         environmentBRDFTexture: BaseTexture;
         environmentBRDFTexture: BaseTexture;
         /**
         /**
+         * Force normal to face away from face.
+         * (Temporary internal fix to remove before 3.1)
+         */
+        forceNormalForward: boolean;
+        /**
          * Gets the image processing configuration used either in this material.
          * Gets the image processing configuration used either in this material.
          */
          */
         /**
         /**

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+ 11 - 11
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.js


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+ 20 - 3
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.max.js


+ 287 - 277
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.module.d.ts

@@ -3808,120 +3808,6 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class BoundingBox implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        vectors: Vector3[];
-        center: Vector3;
-        centerWorld: Vector3;
-        extendSize: Vector3;
-        extendSizeWorld: Vector3;
-        directions: Vector3[];
-        vectorsWorld: Vector3[];
-        minimumWorld: Vector3;
-        maximumWorld: Vector3;
-        private _worldMatrix;
-        constructor(minimum: Vector3, maximum: Vector3);
-        getWorldMatrix(): Matrix;
-        setWorldMatrix(matrix: Matrix): BoundingBox;
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsMinMax(min: Vector3, max: Vector3): boolean;
-        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
-        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
-        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
-        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
-    }
-}
-
-declare module BABYLON {
-    interface ICullable {
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-    }
-    class BoundingInfo implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        boundingBox: BoundingBox;
-        boundingSphere: BoundingSphere;
-        private _isLocked;
-        constructor(minimum: Vector3, maximum: Vector3);
-        isLocked: boolean;
-        update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        _checkCollision(collider: Collider): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
-    }
-}
-
-declare module BABYLON {
-    class BoundingSphere {
-        minimum: Vector3;
-        maximum: Vector3;
-        center: Vector3;
-        radius: number;
-        centerWorld: Vector3;
-        radiusWorld: number;
-        private _tempRadiusVector;
-        constructor(minimum: Vector3, maximum: Vector3);
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
-    }
-}
-
-declare module BABYLON {
-    class Ray {
-        origin: Vector3;
-        direction: Vector3;
-        length: number;
-        private _edge1;
-        private _edge2;
-        private _pvec;
-        private _tvec;
-        private _qvec;
-        private _tmpRay;
-        private _rayHelper;
-        constructor(origin: Vector3, direction: Vector3, length?: number);
-        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
-        intersectsBox(box: BoundingBox): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
-        intersectsPlane(plane: Plane): number;
-        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
-        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
-        private _comparePickingInfo(pickingInfoA, pickingInfoB);
-        private static smallnum;
-        private static rayl;
-        /**
-         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
-         * @param sega the first point of the segment to test the intersection against
-         * @param segb the second point of the segment to test the intersection against
-         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
-         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
-         */
-        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
-        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
-        /**
-        * 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.
-        */
-        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
-        static Transform(ray: Ray, matrix: Matrix): Ray;
-        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
-    }
-}
-
-declare module BABYLON {
     class Collider {
     class Collider {
         radius: Vector3;
         radius: Vector3;
         retry: number;
         retry: number;
@@ -4164,6 +4050,120 @@ declare module BABYLON {
     }
     }
 }
 }
 
 
+declare module BABYLON {
+    class BoundingBox implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        vectors: Vector3[];
+        center: Vector3;
+        centerWorld: Vector3;
+        extendSize: Vector3;
+        extendSizeWorld: Vector3;
+        directions: Vector3[];
+        vectorsWorld: Vector3[];
+        minimumWorld: Vector3;
+        maximumWorld: Vector3;
+        private _worldMatrix;
+        constructor(minimum: Vector3, maximum: Vector3);
+        getWorldMatrix(): Matrix;
+        setWorldMatrix(matrix: Matrix): BoundingBox;
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsMinMax(min: Vector3, max: Vector3): boolean;
+        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
+        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
+        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+    }
+}
+
+declare module BABYLON {
+    interface ICullable {
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+    }
+    class BoundingInfo implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        boundingBox: BoundingBox;
+        boundingSphere: BoundingSphere;
+        private _isLocked;
+        constructor(minimum: Vector3, maximum: Vector3);
+        isLocked: boolean;
+        update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        _checkCollision(collider: Collider): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
+    }
+}
+
+declare module BABYLON {
+    class BoundingSphere {
+        minimum: Vector3;
+        maximum: Vector3;
+        center: Vector3;
+        radius: number;
+        centerWorld: Vector3;
+        radiusWorld: number;
+        private _tempRadiusVector;
+        constructor(minimum: Vector3, maximum: Vector3);
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
+    }
+}
+
+declare module BABYLON {
+    class Ray {
+        origin: Vector3;
+        direction: Vector3;
+        length: number;
+        private _edge1;
+        private _edge2;
+        private _pvec;
+        private _tvec;
+        private _qvec;
+        private _tmpRay;
+        private _rayHelper;
+        constructor(origin: Vector3, direction: Vector3, length?: number);
+        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
+        intersectsBox(box: BoundingBox): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
+        intersectsPlane(plane: Plane): number;
+        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
+        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
+        private _comparePickingInfo(pickingInfoA, pickingInfoB);
+        private static smallnum;
+        private static rayl;
+        /**
+         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
+         * @param sega the first point of the segment to test the intersection against
+         * @param segb the second point of the segment to test the intersection against
+         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
+         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
+         */
+        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
+        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
+        /**
+        * 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.
+        */
+        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
+        static Transform(ray: Ray, matrix: Matrix): Ray;
+        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
+    }
+}
+
 declare module BABYLON.Debug {
 declare module BABYLON.Debug {
     class AxesViewer {
     class AxesViewer {
         private _xline;
         private _xline;
@@ -13063,36 +13063,6 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class ReflectionProbe {
-        name: string;
-        private _scene;
-        private _renderTargetTexture;
-        private _projectionMatrix;
-        private _viewMatrix;
-        private _target;
-        private _add;
-        private _attachedMesh;
-        invertYAxis: boolean;
-        position: Vector3;
-        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
-        samples: number;
-        refreshRate: number;
-        getScene(): Scene;
-        readonly cubeTexture: RenderTargetTexture;
-        readonly renderList: AbstractMesh[];
-        attachToMesh(mesh: AbstractMesh): void;
-        /**
-         * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
-         *
-         * @param renderingGroupId The rendering group id corresponding to its index
-         * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
-         */
-        setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     class AnaglyphPostProcess extends PostProcess {
     class AnaglyphPostProcess extends PostProcess {
         private _passedProcess;
         private _passedProcess;
         constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
         constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
@@ -13616,6 +13586,36 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
+    class ReflectionProbe {
+        name: string;
+        private _scene;
+        private _renderTargetTexture;
+        private _projectionMatrix;
+        private _viewMatrix;
+        private _target;
+        private _add;
+        private _attachedMesh;
+        invertYAxis: boolean;
+        position: Vector3;
+        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
+        samples: number;
+        refreshRate: number;
+        getScene(): Scene;
+        readonly cubeTexture: RenderTargetTexture;
+        readonly renderList: AbstractMesh[];
+        attachToMesh(mesh: AbstractMesh): void;
+        /**
+         * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
+         *
+         * @param renderingGroupId The rendering group id corresponding to its index
+         * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
+         */
+        setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
     class BoundingBoxRenderer {
     class BoundingBoxRenderer {
         frontColor: Color3;
         frontColor: Color3;
         backColor: Color3;
         backColor: Color3;
@@ -15514,139 +15514,6 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class VRCameraMetrics {
-        hResolution: number;
-        vResolution: number;
-        hScreenSize: number;
-        vScreenSize: number;
-        vScreenCenter: number;
-        eyeToScreenDistance: number;
-        lensSeparationDistance: number;
-        interpupillaryDistance: number;
-        distortionK: number[];
-        chromaAbCorrection: number[];
-        postProcessScaleFactor: number;
-        lensCenterOffset: number;
-        compensateDistortion: boolean;
-        readonly aspectRatio: number;
-        readonly aspectRatioFov: number;
-        readonly leftHMatrix: Matrix;
-        readonly rightHMatrix: Matrix;
-        readonly leftPreViewMatrix: Matrix;
-        readonly rightPreViewMatrix: Matrix;
-        static GetDefault(): VRCameraMetrics;
-    }
-}
-
-declare module BABYLON {
-    class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-    class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
-        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-}
-
-declare var HMDVRDevice: any;
-declare var VRDisplay: any;
-declare var VRFrameData: any;
-declare module BABYLON {
-    /**
-     * This is a copy of VRPose.
-     * IMPORTANT!! The data is right-hand data.
-     * @export
-     * @interface DevicePose
-     */
-    interface DevicePose {
-        readonly position?: Float32Array;
-        readonly linearVelocity?: Float32Array;
-        readonly linearAcceleration?: Float32Array;
-        readonly orientation?: Float32Array;
-        readonly angularVelocity?: Float32Array;
-        readonly angularAcceleration?: Float32Array;
-    }
-    interface PoseControlled {
-        position: Vector3;
-        rotationQuaternion: Quaternion;
-        devicePosition?: Vector3;
-        deviceRotationQuaternion: Quaternion;
-        rawPose: DevicePose;
-        deviceScaleFactor: number;
-        updateFromDevice(poseData: DevicePose): any;
-    }
-    interface WebVROptions {
-        trackPosition?: boolean;
-        positionScale?: number;
-        displayName?: string;
-        controllerMeshes?: boolean;
-        defaultLightningOnControllers?: boolean;
-    }
-    class WebVRFreeCamera extends FreeCamera implements PoseControlled {
-        private webVROptions;
-        _vrDevice: any;
-        rawPose: DevicePose;
-        private _vrEnabled;
-        private _specsVersion;
-        private _attached;
-        private _oldSize;
-        private _oldHardwareScaleFactor;
-        private _frameData;
-        private _quaternionCache;
-        private _positionOffset;
-        protected _descendants: Array<Node>;
-        devicePosition: Vector3;
-        deviceRotationQuaternion: any;
-        deviceScaleFactor: number;
-        controllers: Array<WebVRController>;
-        nonVRControllers: Array<Gamepad>;
-        private _onControllersAttached;
-        private _onNonVRControllerAttached;
-        rigParenting: boolean;
-        private _lightOnControllers;
-        constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
-        onControllersAttached: (controllers: Array<WebVRController>) => void;
-        onNonVRControllerAttached: (controller: Gamepad) => void;
-        getControllerByName(name: string): WebVRController;
-        private _leftController;
-        readonly leftController: WebVRController;
-        private _rightController;
-        readonly rightController: WebVRController;
-        getForwardRay(length?: number): Ray;
-        _checkInputs(): void;
-        updateFromDevice(poseData: DevicePose): void;
-        /**
-         * WebVR's attach control will start broadcasting frames to the device.
-         * Note that in certain browsers (chrome for example) this function must be called
-         * within a user-interaction callback. Example:
-         * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
-         *
-         * @param {HTMLElement} element
-         * @param {boolean} [noPreventDefault]
-         *
-         * @memberOf WebVRFreeCamera
-         */
-        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
-        detachControl(element: HTMLElement): void;
-        getClassName(): string;
-        resetToCurrentRotation(): void;
-        _updateRigCameras(): void;
-        /**
-         * This function is called by the two RIG cameras.
-         * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
-         */
-        protected _getWebVRViewMatrix(): Matrix;
-        protected _getWebVRProjectionMatrix(): Matrix;
-        initControllers(): void;
-    }
-}
-
-declare module BABYLON {
     class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
     class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
         camera: ArcRotateCamera;
         camera: ArcRotateCamera;
         gamepad: Gamepad;
         gamepad: Gamepad;
@@ -15855,6 +15722,139 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
+    class VRCameraMetrics {
+        hResolution: number;
+        vResolution: number;
+        hScreenSize: number;
+        vScreenSize: number;
+        vScreenCenter: number;
+        eyeToScreenDistance: number;
+        lensSeparationDistance: number;
+        interpupillaryDistance: number;
+        distortionK: number[];
+        chromaAbCorrection: number[];
+        postProcessScaleFactor: number;
+        lensCenterOffset: number;
+        compensateDistortion: boolean;
+        readonly aspectRatio: number;
+        readonly aspectRatioFov: number;
+        readonly leftHMatrix: Matrix;
+        readonly rightHMatrix: Matrix;
+        readonly leftPreViewMatrix: Matrix;
+        readonly rightPreViewMatrix: Matrix;
+        static GetDefault(): VRCameraMetrics;
+    }
+}
+
+declare module BABYLON {
+    class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+    class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
+        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+}
+
+declare var HMDVRDevice: any;
+declare var VRDisplay: any;
+declare var VRFrameData: any;
+declare module BABYLON {
+    /**
+     * This is a copy of VRPose.
+     * IMPORTANT!! The data is right-hand data.
+     * @export
+     * @interface DevicePose
+     */
+    interface DevicePose {
+        readonly position?: Float32Array;
+        readonly linearVelocity?: Float32Array;
+        readonly linearAcceleration?: Float32Array;
+        readonly orientation?: Float32Array;
+        readonly angularVelocity?: Float32Array;
+        readonly angularAcceleration?: Float32Array;
+    }
+    interface PoseControlled {
+        position: Vector3;
+        rotationQuaternion: Quaternion;
+        devicePosition?: Vector3;
+        deviceRotationQuaternion: Quaternion;
+        rawPose: DevicePose;
+        deviceScaleFactor: number;
+        updateFromDevice(poseData: DevicePose): any;
+    }
+    interface WebVROptions {
+        trackPosition?: boolean;
+        positionScale?: number;
+        displayName?: string;
+        controllerMeshes?: boolean;
+        defaultLightningOnControllers?: boolean;
+    }
+    class WebVRFreeCamera extends FreeCamera implements PoseControlled {
+        private webVROptions;
+        _vrDevice: any;
+        rawPose: DevicePose;
+        private _vrEnabled;
+        private _specsVersion;
+        private _attached;
+        private _oldSize;
+        private _oldHardwareScaleFactor;
+        private _frameData;
+        private _quaternionCache;
+        private _positionOffset;
+        protected _descendants: Array<Node>;
+        devicePosition: Vector3;
+        deviceRotationQuaternion: any;
+        deviceScaleFactor: number;
+        controllers: Array<WebVRController>;
+        nonVRControllers: Array<Gamepad>;
+        private _onControllersAttached;
+        private _onNonVRControllerAttached;
+        rigParenting: boolean;
+        private _lightOnControllers;
+        constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
+        onControllersAttached: (controllers: Array<WebVRController>) => void;
+        onNonVRControllerAttached: (controller: Gamepad) => void;
+        getControllerByName(name: string): WebVRController;
+        private _leftController;
+        readonly leftController: WebVRController;
+        private _rightController;
+        readonly rightController: WebVRController;
+        getForwardRay(length?: number): Ray;
+        _checkInputs(): void;
+        updateFromDevice(poseData: DevicePose): void;
+        /**
+         * WebVR's attach control will start broadcasting frames to the device.
+         * Note that in certain browsers (chrome for example) this function must be called
+         * within a user-interaction callback. Example:
+         * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
+         *
+         * @param {HTMLElement} element
+         * @param {boolean} [noPreventDefault]
+         *
+         * @memberOf WebVRFreeCamera
+         */
+        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
+        detachControl(element: HTMLElement): void;
+        getClassName(): string;
+        resetToCurrentRotation(): void;
+        _updateRigCameras(): void;
+        /**
+         * This function is called by the two RIG cameras.
+         * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
+         */
+        protected _getWebVRViewMatrix(): Matrix;
+        protected _getWebVRProjectionMatrix(): Matrix;
+        initControllers(): void;
+    }
+}
+
+declare module BABYLON {
     interface IOctreeContainer<T> {
     interface IOctreeContainer<T> {
         blocks: Array<OctreeBlock<T>>;
         blocks: Array<OctreeBlock<T>>;
     }
     }
@@ -16279,6 +16279,11 @@ declare module BABYLON {
          */
          */
         protected _forceIrradianceInFragment: boolean;
         protected _forceIrradianceInFragment: boolean;
         /**
         /**
+         * Force normal to face away from face.
+         * (Temporary internal fix to remove before 3.1)
+         */
+        protected _forceNormalForward: boolean;
+        /**
          * Default configuration related to image processing available in the PBR Material.
          * Default configuration related to image processing available in the PBR Material.
          */
          */
         protected _imageProcessingConfiguration: ImageProcessingConfiguration;
         protected _imageProcessingConfiguration: ImageProcessingConfiguration;
@@ -16650,6 +16655,11 @@ declare module BABYLON {
          */
          */
         environmentBRDFTexture: BaseTexture;
         environmentBRDFTexture: BaseTexture;
         /**
         /**
+         * Force normal to face away from face.
+         * (Temporary internal fix to remove before 3.1)
+         */
+        forceNormalForward: boolean;
+        /**
          * Gets the image processing configuration used either in this material.
          * Gets the image processing configuration used either in this material.
          */
          */
         /**
         /**

+ 16 - 1
src/Materials/PBR/babylon.pbrBaseMaterial.ts

@@ -117,6 +117,8 @@
         public FOG = false;
         public FOG = false;
         public LOGARITHMICDEPTH = false;
         public LOGARITHMICDEPTH = false;
 
 
+        public FORCENORMALFORWARD = false;
+
         constructor() {
         constructor() {
             super();
             super();
             this.rebuild();
             this.rebuild();
@@ -398,6 +400,12 @@
         protected _forceIrradianceInFragment = false;
         protected _forceIrradianceInFragment = false;
 
 
         /**
         /**
+         * Force normal to face away from face.
+         * (Temporary internal fix to remove before 3.1)
+         */
+        protected _forceNormalForward = false;
+
+        /**
          * Default configuration related to image processing available in the PBR Material.
          * Default configuration related to image processing available in the PBR Material.
          */
          */
         @serializeAsImageProcessingConfiguration()
         @serializeAsImageProcessingConfiguration()
@@ -801,6 +809,8 @@
                 this._imageProcessingConfiguration.prepareDefines(defines);
                 this._imageProcessingConfiguration.prepareDefines(defines);
             }
             }
 
 
+            defines.FORCENORMALFORWARD = this._forceNormalForward;
+
             // Misc.
             // Misc.
             MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, defines);
             MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, defines);
 
 
@@ -1251,7 +1261,12 @@
                 // Colors
                 // Colors
                 scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
                 scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
 
 
-                effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
+                var eyePosition = scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position;
+                effect.setFloat4("vEyePosition", 
+                    eyePosition.x,
+                    eyePosition.y,
+                    eyePosition.z,
+                    scene._mirroredCameraPosition ? -1 : 1);
                 effect.setColor3("vAmbientColor", this._globalAmbientColor);
                 effect.setColor3("vAmbientColor", this._globalAmbientColor);
             }
             }
 
 

+ 8 - 0
src/Materials/PBR/babylon.pbrMaterial.ts

@@ -405,6 +405,14 @@
         public environmentBRDFTexture: BaseTexture = null;
         public environmentBRDFTexture: BaseTexture = null;
 
 
         /**
         /**
+         * Force normal to face away from face.
+         * (Temporary internal fix to remove before 3.1)
+         */
+        @serialize()
+        @expandToProperty("_markAllSubMeshesAsTexturesDirty")
+        public forceNormalForward = false;
+
+        /**
          * Gets the image processing configuration used either in this material.
          * Gets the image processing configuration used either in this material.
          */
          */
         public get imageProcessingConfiguration(): ImageProcessingConfiguration {
         public get imageProcessingConfiguration(): ImageProcessingConfiguration {

+ 1 - 1
src/Shaders/ShadersInclude/pbrLightFunctions.fx

@@ -38,7 +38,7 @@ float computeDirectionalLightFalloff(vec3 lightDirection, vec3 directionToLightC
         falloff = exp2(dot(vec4(directionToLightCenterW, 1.0), lightDirectionSpreadSG));
         falloff = exp2(dot(vec4(directionToLightCenterW, 1.0), lightDirectionSpreadSG));
     #else
     #else
         float cosAngle = max(0.000000000000001, dot(-lightDirection, directionToLightCenterW));
         float cosAngle = max(0.000000000000001, dot(-lightDirection, directionToLightCenterW));
-        if (cosAngle >= lightAngle)
+        if (cosAngle >= cosHalfAngle)
         {
         {
             falloff = max(0., pow(cosAngle, exponent));
             falloff = max(0., pow(cosAngle, exponent));
         }
         }

+ 3 - 3
src/Shaders/ShadersInclude/reflectionFunction.fx

@@ -15,7 +15,7 @@
 
 
 #ifdef REFLECTIONMAP_EQUIRECTANGULAR
 #ifdef REFLECTIONMAP_EQUIRECTANGULAR
 
 
-	vec3 cameraToVertex = normalize(worldPos.xyz - vEyePosition);
+	vec3 cameraToVertex = normalize(worldPos.xyz - vEyePosition.xyz);
 	vec3 r = reflect(cameraToVertex, worldNormal);
 	vec3 r = reflect(cameraToVertex, worldNormal);
 	float t = clamp(r.y * -0.5 + 0.5, 0., 1.0);
 	float t = clamp(r.y * -0.5 + 0.5, 0., 1.0);
 	float s = atan(r.z, r.x) * RECIPROCAL_PI2 + 0.5;
 	float s = atan(r.z, r.x) * RECIPROCAL_PI2 + 0.5;
@@ -36,14 +36,14 @@
 #endif
 #endif
 
 
 #ifdef REFLECTIONMAP_PLANAR
 #ifdef REFLECTIONMAP_PLANAR
-	vec3 viewDir = worldPos.xyz - vEyePosition;
+	vec3 viewDir = worldPos.xyz - vEyePosition.xyz;
 	vec3 coords = normalize(reflect(viewDir, worldNormal));
 	vec3 coords = normalize(reflect(viewDir, worldNormal));
 
 
 	return vec3(reflectionMatrix * vec4(coords, 1));
 	return vec3(reflectionMatrix * vec4(coords, 1));
 #endif
 #endif
 
 
 #ifdef REFLECTIONMAP_CUBIC
 #ifdef REFLECTIONMAP_CUBIC
-	vec3 viewDir = worldPos.xyz - vEyePosition;
+	vec3 viewDir = worldPos.xyz - vEyePosition.xyz;
 	vec3 coords = reflect(viewDir, worldNormal);
 	vec3 coords = reflect(viewDir, worldNormal);
 #ifdef INVERTCUBICMAP
 #ifdef INVERTCUBICMAP
 	coords.y = 1.0 - coords.y;
 	coords.y = 1.0 - coords.y;

+ 15 - 13
src/Shaders/pbr.fragment.fx

@@ -1,4 +1,4 @@
-#if defined(BUMP)|| !defined(NORMAL)
+#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD)
 #extension GL_OES_standard_derivatives : enable
 #extension GL_OES_standard_derivatives : enable
 #endif
 #endif
 
 
@@ -14,7 +14,7 @@ precision highp float;
 
 
 #include<__decl__pbrFragment>
 #include<__decl__pbrFragment>
 
 
-uniform vec3 vEyePosition;
+uniform vec4 vEyePosition;
 uniform vec3 vAmbientColor;
 uniform vec3 vAmbientColor;
 uniform vec4 vCameraInfos;
 uniform vec4 vCameraInfos;
 
 
@@ -218,26 +218,28 @@ void main(void) {
 
 
 // _______________________________________________________________________________
 // _______________________________________________________________________________
 // _____________________________ Geometry Information ____________________________
 // _____________________________ Geometry Information ____________________________
-	vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
+	vec3 viewDirectionW = normalize(vEyePosition.xyz - vPositionW);
 
 
 #ifdef NORMAL
 #ifdef NORMAL
 	vec3 normalW = normalize(vNormalW);
 	vec3 normalW = normalize(vNormalW);
 #else
 #else
-	vec3 normalW = normalize(cross(dFdx(vPositionW), dFdy(vPositionW)));
-#endif
-
-#ifdef BUMP
-	vec3 originalNormalW = normalW;
+	vec3 normalW = normalize(cross(dFdx(vPositionW), dFdy(vPositionW))) * vEyePosition.w;
 #endif
 #endif
 
 
 #include<bumpFragment>
 #include<bumpFragment>
 
 
-#if defined(TWOSIDEDLIGHTING) && defined(NORMAL) 
-	normalW = gl_FrontFacing ? normalW : -normalW;
-
-	#ifdef BUMP
-		originalNormalW = gl_FrontFacing ? originalNormalW : -originalNormalW;;
+#if defined(FORCENORMALFORWARD) && defined(NORMAL)
+	vec3 faceNormal = normalize(cross(dFdx(vPositionW), dFdy(vPositionW))) * vEyePosition.w;
+	#if defined(TWOSIDEDLIGHTING)
+		faceNormal = gl_FrontFacing ? faceNormal : -faceNormal;
 	#endif
 	#endif
+
+	float comp = sign(dot(normalW, faceNormal));
+    normalW *= -comp;
+#endif
+
+#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)
+	normalW = gl_FrontFacing ? normalW : -normalW;
 #endif
 #endif
 
 
 // _____________________________ Albedo Information ______________________________
 // _____________________________ Albedo Information ______________________________