Selaa lähdekoodia

Fixed several bugs!

David Catuhe 9 vuotta sitten
vanhempi
commit
1a27f999c8

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 2 - 2
dist/preview release/babylon.core.js


+ 374 - 374
dist/preview release/babylon.d.ts

@@ -2209,6 +2209,193 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class DebugLayer {
+        private _scene;
+        private _camera;
+        private _transformationMatrix;
+        private _enabled;
+        private _labelsEnabled;
+        private _displayStatistics;
+        private _displayTree;
+        private _displayLogs;
+        private _globalDiv;
+        private _statsDiv;
+        private _statsSubsetDiv;
+        private _optionsDiv;
+        private _optionsSubsetDiv;
+        private _logDiv;
+        private _logSubsetDiv;
+        private _treeDiv;
+        private _treeSubsetDiv;
+        private _drawingCanvas;
+        private _drawingContext;
+        private _rootElement;
+        private _skeletonViewers;
+        _syncPositions: () => void;
+        private _syncData;
+        private _syncUI;
+        private _onCanvasClick;
+        private _clickPosition;
+        private _ratio;
+        private _identityMatrix;
+        private _showUI;
+        private _needToRefreshMeshesTree;
+        shouldDisplayLabel: (node: Node) => boolean;
+        shouldDisplayAxis: (mesh: Mesh) => boolean;
+        axisRatio: number;
+        accentColor: string;
+        customStatsFunction: () => string;
+        constructor(scene: Scene);
+        private _refreshMeshesTreeContent();
+        private _renderSingleAxis(zero, unit, unitText, label, color);
+        private _renderAxis(projectedPosition, mesh, globalViewport);
+        private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
+        private _isClickInsideRect(x, y, width, height);
+        isVisible(): boolean;
+        hide(): void;
+        private _clearSkeletonViewers();
+        show(showUI?: boolean, camera?: Camera, rootElement?: HTMLElement): void;
+        private _clearLabels();
+        private _generateheader(root, text);
+        private _generateTexBox(root, title, color);
+        private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
+        private _generateCheckBox(root, title, initialState, task, tag?);
+        private _generateButton(root, title, task, tag?);
+        private _generateRadio(root, title, name, initialState, task, tag?);
+        private _generateDOMelements();
+        private _displayStats();
+    }
+}
+
+declare module BABYLON.Debug {
+    /**
+    * Demo available here: http://www.babylonjs-playground.com/#1BZJVJ#8
+    */
+    class SkeletonViewer {
+        skeleton: Skeleton;
+        mesh: AbstractMesh;
+        autoUpdateBonesMatrices: boolean;
+        renderingGroupId: number;
+        color: Color3;
+        private _scene;
+        private _debugLines;
+        private _debugMesh;
+        private _isEnabled;
+        private _renderFunction;
+        constructor(skeleton: Skeleton, mesh: AbstractMesh, scene: Scene, autoUpdateBonesMatrices?: boolean, renderingGroupId?: number);
+        isEnabled: boolean;
+        private _getBonePosition(position, bone, meshMat, x?, y?, z?);
+        private _getLinesForBonesWithLength(bones, meshMat);
+        private _getLinesForBonesNoLength(bones, meshMat);
+        update(): void;
+        private _updateBoneMatrix(bone);
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class BoundingBox {
+        minimum: Vector3;
+        maximum: Vector3;
+        vectors: Vector3[];
+        center: Vector3;
+        extendSize: 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 {
+    class BoundingInfo {
+        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;
+        constructor(origin: Vector3, direction: Vector3, length?: number);
+        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
+        intersectsBox(box: BoundingBox): boolean;
+        intersectsSphere(sphere: any): boolean;
+        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
+        intersectsPlane(plane: Plane): number;
+        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;
+    }
+}
+
+declare module BABYLON {
     class Collider {
         radius: Vector3;
         retry: number;
@@ -2450,193 +2637,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class BoundingBox {
-        minimum: Vector3;
-        maximum: Vector3;
-        vectors: Vector3[];
-        center: Vector3;
-        extendSize: 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 {
-    class BoundingInfo {
-        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;
-        constructor(origin: Vector3, direction: Vector3, length?: number);
-        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
-        intersectsBox(box: BoundingBox): boolean;
-        intersectsSphere(sphere: any): boolean;
-        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
-        intersectsPlane(plane: Plane): number;
-        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;
-    }
-}
-
-declare module BABYLON {
-    class DebugLayer {
-        private _scene;
-        private _camera;
-        private _transformationMatrix;
-        private _enabled;
-        private _labelsEnabled;
-        private _displayStatistics;
-        private _displayTree;
-        private _displayLogs;
-        private _globalDiv;
-        private _statsDiv;
-        private _statsSubsetDiv;
-        private _optionsDiv;
-        private _optionsSubsetDiv;
-        private _logDiv;
-        private _logSubsetDiv;
-        private _treeDiv;
-        private _treeSubsetDiv;
-        private _drawingCanvas;
-        private _drawingContext;
-        private _rootElement;
-        private _skeletonViewers;
-        _syncPositions: () => void;
-        private _syncData;
-        private _syncUI;
-        private _onCanvasClick;
-        private _clickPosition;
-        private _ratio;
-        private _identityMatrix;
-        private _showUI;
-        private _needToRefreshMeshesTree;
-        shouldDisplayLabel: (node: Node) => boolean;
-        shouldDisplayAxis: (mesh: Mesh) => boolean;
-        axisRatio: number;
-        accentColor: string;
-        customStatsFunction: () => string;
-        constructor(scene: Scene);
-        private _refreshMeshesTreeContent();
-        private _renderSingleAxis(zero, unit, unitText, label, color);
-        private _renderAxis(projectedPosition, mesh, globalViewport);
-        private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
-        private _isClickInsideRect(x, y, width, height);
-        isVisible(): boolean;
-        hide(): void;
-        private _clearSkeletonViewers();
-        show(showUI?: boolean, camera?: Camera, rootElement?: HTMLElement): void;
-        private _clearLabels();
-        private _generateheader(root, text);
-        private _generateTexBox(root, title, color);
-        private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
-        private _generateCheckBox(root, title, initialState, task, tag?);
-        private _generateButton(root, title, task, tag?);
-        private _generateRadio(root, title, name, initialState, task, tag?);
-        private _generateDOMelements();
-        private _displayStats();
-    }
-}
-
-declare module BABYLON.Debug {
-    /**
-    * Demo available here: http://www.babylonjs-playground.com/#1BZJVJ#8
-    */
-    class SkeletonViewer {
-        skeleton: Skeleton;
-        mesh: AbstractMesh;
-        autoUpdateBonesMatrices: boolean;
-        renderingGroupId: number;
-        color: Color3;
-        private _scene;
-        private _debugLines;
-        private _debugMesh;
-        private _isEnabled;
-        private _renderFunction;
-        constructor(skeleton: Skeleton, mesh: AbstractMesh, scene: Scene, autoUpdateBonesMatrices?: boolean, renderingGroupId?: number);
-        isEnabled: boolean;
-        private _getBonePosition(position, bone, meshMat, x?, y?, z?);
-        private _getLinesForBonesWithLength(bones, meshMat);
-        private _getLinesForBonesNoLength(bones, meshMat);
-        update(): void;
-        private _updateBoneMatrix(bone);
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     class Layer {
         name: string;
         texture: Texture;
@@ -2663,50 +2663,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class LensFlare {
-        size: number;
-        position: number;
-        color: Color3;
-        texture: Texture;
-        private _system;
-        constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
-        dispose: () => void;
-    }
-}
-
-declare module BABYLON {
-    class LensFlareSystem {
-        name: string;
-        lensFlares: LensFlare[];
-        borderLimit: number;
-        meshesSelectionPredicate: (mesh: Mesh) => boolean;
-        layerMask: number;
-        private _scene;
-        private _emitter;
-        private _vertexDeclaration;
-        private _vertexStrideSize;
-        private _vertexBuffer;
-        private _indexBuffer;
-        private _effect;
-        private _positionX;
-        private _positionY;
-        private _isEnabled;
-        constructor(name: string, emitter: any, scene: Scene);
-        isEnabled: boolean;
-        getScene(): Scene;
-        getEmitter(): any;
-        setEmitter(newEmitter: any): void;
-        getEmitterPosition(): Vector3;
-        computeEffectivePosition(globalViewport: Viewport): boolean;
-        _isVisible(): boolean;
-        render(): boolean;
-        dispose(): void;
-        static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
-        serialize(): any;
-    }
-}
-
-declare module BABYLON {
     class DirectionalLight extends Light implements IShadowLight {
         position: Vector3;
         direction: Vector3;
@@ -2885,6 +2841,50 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class LensFlare {
+        size: number;
+        position: number;
+        color: Color3;
+        texture: Texture;
+        private _system;
+        constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
+        dispose: () => void;
+    }
+}
+
+declare module BABYLON {
+    class LensFlareSystem {
+        name: string;
+        lensFlares: LensFlare[];
+        borderLimit: number;
+        meshesSelectionPredicate: (mesh: Mesh) => boolean;
+        layerMask: number;
+        private _scene;
+        private _emitter;
+        private _vertexDeclaration;
+        private _vertexStrideSize;
+        private _vertexBuffer;
+        private _indexBuffer;
+        private _effect;
+        private _positionX;
+        private _positionY;
+        private _isEnabled;
+        constructor(name: string, emitter: any, scene: Scene);
+        isEnabled: boolean;
+        getScene(): Scene;
+        getEmitter(): any;
+        setEmitter(newEmitter: any): void;
+        getEmitterPosition(): Vector3;
+        computeEffectivePosition(globalViewport: Viewport): boolean;
+        _isVisible(): boolean;
+        render(): boolean;
+        dispose(): void;
+        static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
+        serialize(): any;
+    }
+}
+
+declare module BABYLON {
     class EffectFallbacks {
         private _defines;
         private _currentRank;
@@ -6768,36 +6768,15 @@ declare module BABYLON {
     interface IMotorEnabledJoint {
         physicsJoint: any;
         setMotor(force?: number, maxForce?: number, motorIndex?: number): any;
-        setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): any;
-    }
-    interface DistanceJointData extends PhysicsJointData {
-        maxDistance: number;
-    }
-    interface SpringJointData extends PhysicsJointData {
-        length: number;
-        stiffness: number;
-        damping: number;
-    }
-}
-
-declare module BABYLON {
-    class ReflectionProbe {
-        name: string;
-        private _scene;
-        private _renderTargetTexture;
-        private _projectionMatrix;
-        private _viewMatrix;
-        private _target;
-        private _add;
-        private _attachedMesh;
-        position: Vector3;
-        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
-        refreshRate: number;
-        getScene(): Scene;
-        cubeTexture: RenderTargetTexture;
-        renderList: AbstractMesh[];
-        attachToMesh(mesh: AbstractMesh): void;
-        dispose(): void;
+        setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): any;
+    }
+    interface DistanceJointData extends PhysicsJointData {
+        maxDistance: number;
+    }
+    interface SpringJointData extends PhysicsJointData {
+        length: number;
+        stiffness: number;
+        damping: number;
     }
 }
 
@@ -7378,6 +7357,27 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class ReflectionProbe {
+        name: string;
+        private _scene;
+        private _renderTargetTexture;
+        private _projectionMatrix;
+        private _viewMatrix;
+        private _target;
+        private _add;
+        private _attachedMesh;
+        position: Vector3;
+        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
+        refreshRate: number;
+        getScene(): Scene;
+        cubeTexture: RenderTargetTexture;
+        renderList: AbstractMesh[];
+        attachToMesh(mesh: AbstractMesh): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
     class BoundingBoxRenderer {
         frontColor: Color3;
         backColor: Color3;
@@ -8546,61 +8546,6 @@ 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;
-        aspectRatio: number;
-        aspectRatioFov: number;
-        leftHMatrix: Matrix;
-        rightHMatrix: Matrix;
-        leftPreViewMatrix: Matrix;
-        rightPreViewMatrix: Matrix;
-        static GetDefault(): VRCameraMetrics;
-    }
-}
-
-declare module BABYLON {
-    class VRDeviceOrientationFreeCamera extends FreeCamera {
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean);
-        getTypeName(): string;
-    }
-    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
-        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean);
-        getTypeName(): string;
-    }
-}
-
-declare var HMDVRDevice: any;
-declare var PositionSensorVRDevice: any;
-declare module BABYLON {
-    class WebVRFreeCamera extends FreeCamera {
-        _hmdDevice: any;
-        _sensorDevice: any;
-        _cacheState: any;
-        _cacheQuaternion: Quaternion;
-        _cacheRotation: Vector3;
-        _vrEnabled: boolean;
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean);
-        private _getWebVRDevices(devices);
-        _checkInputs(): void;
-        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
-        detachControl(element: HTMLElement): void;
-        getTypeName(): string;
-    }
-}
-
-declare module BABYLON {
     interface IOctreeContainer<T> {
         blocks: Array<OctreeBlock<T>>;
     }
@@ -8647,64 +8592,6 @@ declare module BABYLON {
     }
 }
 
-declare module BABYLON {
-    class ShadowGenerator {
-        private static _FILTER_NONE;
-        private static _FILTER_VARIANCESHADOWMAP;
-        private static _FILTER_POISSONSAMPLING;
-        private static _FILTER_BLURVARIANCESHADOWMAP;
-        static FILTER_NONE: number;
-        static FILTER_VARIANCESHADOWMAP: number;
-        static FILTER_POISSONSAMPLING: number;
-        static FILTER_BLURVARIANCESHADOWMAP: number;
-        private _filter;
-        blurScale: number;
-        private _blurBoxOffset;
-        private _bias;
-        private _lightDirection;
-        forceBackFacesOnly: boolean;
-        bias: number;
-        blurBoxOffset: number;
-        filter: number;
-        useVarianceShadowMap: boolean;
-        usePoissonSampling: boolean;
-        useBlurVarianceShadowMap: boolean;
-        private _light;
-        private _scene;
-        private _shadowMap;
-        private _shadowMap2;
-        private _darkness;
-        private _transparencyShadow;
-        private _effect;
-        private _viewMatrix;
-        private _projectionMatrix;
-        private _transformMatrix;
-        private _worldViewProjection;
-        private _cachedPosition;
-        private _cachedDirection;
-        private _cachedDefines;
-        private _currentRenderID;
-        private _downSamplePostprocess;
-        private _boxBlurPostprocess;
-        private _mapSize;
-        private _currentFaceIndex;
-        private _currentFaceIndexCache;
-        constructor(mapSize: number, light: IShadowLight);
-        isReady(subMesh: SubMesh, useInstances: boolean): boolean;
-        getShadowMap(): RenderTargetTexture;
-        getShadowMapForRendering(): RenderTargetTexture;
-        getLight(): IShadowLight;
-        getTransformMatrix(): Matrix;
-        getDarkness(): number;
-        setDarkness(darkness: number): void;
-        setTransparencyShadow(hasShadow: boolean): void;
-        private _packHalf(depth);
-        dispose(): void;
-        serialize(): any;
-        static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
-    }
-}
-
 declare module BABYLON.Internals {
 }
 
@@ -8999,6 +8886,119 @@ 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;
+        aspectRatio: number;
+        aspectRatioFov: number;
+        leftHMatrix: Matrix;
+        rightHMatrix: Matrix;
+        leftPreViewMatrix: Matrix;
+        rightPreViewMatrix: Matrix;
+        static GetDefault(): VRCameraMetrics;
+    }
+}
+
+declare module BABYLON {
+    class VRDeviceOrientationFreeCamera extends FreeCamera {
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean);
+        getTypeName(): string;
+    }
+    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
+        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean);
+        getTypeName(): string;
+    }
+}
+
+declare var HMDVRDevice: any;
+declare var PositionSensorVRDevice: any;
+declare module BABYLON {
+    class WebVRFreeCamera extends FreeCamera {
+        _hmdDevice: any;
+        _sensorDevice: any;
+        _cacheState: any;
+        _cacheQuaternion: Quaternion;
+        _cacheRotation: Vector3;
+        _vrEnabled: boolean;
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean);
+        private _getWebVRDevices(devices);
+        _checkInputs(): void;
+        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
+        detachControl(element: HTMLElement): void;
+        getTypeName(): string;
+    }
+}
+
+declare module BABYLON {
+    class ShadowGenerator {
+        private static _FILTER_NONE;
+        private static _FILTER_VARIANCESHADOWMAP;
+        private static _FILTER_POISSONSAMPLING;
+        private static _FILTER_BLURVARIANCESHADOWMAP;
+        static FILTER_NONE: number;
+        static FILTER_VARIANCESHADOWMAP: number;
+        static FILTER_POISSONSAMPLING: number;
+        static FILTER_BLURVARIANCESHADOWMAP: number;
+        private _filter;
+        blurScale: number;
+        private _blurBoxOffset;
+        private _bias;
+        private _lightDirection;
+        forceBackFacesOnly: boolean;
+        bias: number;
+        blurBoxOffset: number;
+        filter: number;
+        useVarianceShadowMap: boolean;
+        usePoissonSampling: boolean;
+        useBlurVarianceShadowMap: boolean;
+        private _light;
+        private _scene;
+        private _shadowMap;
+        private _shadowMap2;
+        private _darkness;
+        private _transparencyShadow;
+        private _effect;
+        private _viewMatrix;
+        private _projectionMatrix;
+        private _transformMatrix;
+        private _worldViewProjection;
+        private _cachedPosition;
+        private _cachedDirection;
+        private _cachedDefines;
+        private _currentRenderID;
+        private _downSamplePostprocess;
+        private _boxBlurPostprocess;
+        private _mapSize;
+        private _currentFaceIndex;
+        private _currentFaceIndexCache;
+        constructor(mapSize: number, light: IShadowLight);
+        isReady(subMesh: SubMesh, useInstances: boolean): boolean;
+        getShadowMap(): RenderTargetTexture;
+        getShadowMapForRendering(): RenderTargetTexture;
+        getLight(): IShadowLight;
+        getTransformMatrix(): Matrix;
+        getDarkness(): number;
+        setDarkness(darkness: number): void;
+        setTransparencyShadow(hasShadow: boolean): void;
+        private _packHalf(depth);
+        dispose(): void;
+        serialize(): any;
+        static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
+    }
+}
+
+declare module BABYLON {
     class CannonJSPlugin implements IPhysicsEnginePlugin {
         private _useDeltaForWorldStep;
         world: any;

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 2 - 2
dist/preview release/babylon.js


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

@@ -9317,7 +9317,7 @@ var BABYLON;
             }
             else {
                 var childMeshes = this.getChildMeshes(true);
-                for (index = 0; childMeshes.length; index++) {
+                for (index = 0; index < childMeshes.length; index++) {
                     var child = childMeshes[index];
                     child.parent = null;
                     child.computeWorldMatrix(true);
@@ -19026,7 +19026,7 @@ var BABYLON;
                     }
                 }
             }
-            else if (this._mesh instanceof BABYLON.Mesh) {
+            else {
                 // Triangles test
                 for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
                     var p0 = positions[indices[index]];

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 2 - 2
dist/preview release/babylon.noworker.js


+ 1 - 1
src/Mesh/babylon.abstractMesh.js

@@ -996,7 +996,7 @@ var BABYLON;
             }
             else {
                 var childMeshes = this.getChildMeshes(true);
-                for (index = 0; childMeshes.length; index++) {
+                for (index = 0; index < childMeshes.length; index++) {
                     var child = childMeshes[index];
                     child.parent = null;
                     child.computeWorldMatrix(true);

+ 1 - 1
src/Mesh/babylon.abstractMesh.ts

@@ -1162,7 +1162,7 @@
                 }
             } else {
                 var childMeshes = this.getChildMeshes(true);
-                for (index = 0; childMeshes.length; index++) {
+                for (index = 0; index < childMeshes.length; index++) {
                     var child = childMeshes[index];
                     child.parent = null;
                     child.computeWorldMatrix(true);

+ 1 - 1
src/Mesh/babylon.subMesh.js

@@ -122,7 +122,7 @@ var BABYLON;
                     }
                 }
             }
-            else if (this._mesh instanceof BABYLON.Mesh) {
+            else {
                 // Triangles test
                 for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
                     var p0 = positions[indices[index]];

+ 1 - 1
src/Mesh/babylon.subMesh.ts

@@ -157,7 +157,7 @@
                     }
                 }
             }
-            else if (this._mesh instanceof Mesh) {
+            else {
                 // Triangles test
                 for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
                     var p0 = positions[indices[index]];