David Catuhe %!s(int64=9) %!d(string=hai) anos
pai
achega
24807aa693

+ 154 - 154
dist/preview release/babylon.d.ts

@@ -5637,91 +5637,6 @@ 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 implements ICullable {
         minimum: Vector3;
         maximum: Vector3;
@@ -5828,6 +5743,91 @@ 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 Layer {
         name: string;
         texture: Texture;
@@ -11692,75 +11692,6 @@ declare module BABYLON {
     }
 }
 
-declare module BABYLON.Internals {
-    class _AlphaState {
-        private _isAlphaBlendDirty;
-        private _isBlendFunctionParametersDirty;
-        private _alphaBlend;
-        private _blendFunctionParameters;
-        isDirty: boolean;
-        alphaBlend: boolean;
-        setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
-        reset(): void;
-        apply(gl: WebGLRenderingContext): void;
-    }
-}
-
-declare module BABYLON.Internals {
-    class _DepthCullingState {
-        private _isDepthTestDirty;
-        private _isDepthMaskDirty;
-        private _isDepthFuncDirty;
-        private _isCullFaceDirty;
-        private _isCullDirty;
-        private _isZOffsetDirty;
-        private _depthTest;
-        private _depthMask;
-        private _depthFunc;
-        private _cull;
-        private _cullFace;
-        private _zOffset;
-        isDirty: boolean;
-        zOffset: number;
-        cullFace: number;
-        cull: boolean;
-        depthFunc: number;
-        depthMask: boolean;
-        depthTest: boolean;
-        reset(): void;
-        apply(gl: WebGLRenderingContext): void;
-    }
-}
-
-declare module BABYLON.Internals {
-    class _StencilState {
-        private _isStencilTestDirty;
-        private _isStencilMaskDirty;
-        private _isStencilFuncDirty;
-        private _isStencilOpDirty;
-        private _stencilTest;
-        private _stencilMask;
-        private _stencilFunc;
-        private _stencilFuncRef;
-        private _stencilFuncMask;
-        private _stencilOpStencilFail;
-        private _stencilOpDepthFail;
-        private _stencilOpStencilDepthPass;
-        isDirty: boolean;
-        stencilFunc: number;
-        stencilFuncRef: number;
-        stencilFuncMask: number;
-        stencilOpStencilFail: number;
-        stencilOpDepthFail: number;
-        stencilOpStencilDepthPass: number;
-        stencilMask: number;
-        stencilTest: boolean;
-        constructor();
-        reset(): void;
-        apply(gl: WebGLRenderingContext): void;
-    }
-}
-
 declare module BABYLON {
     class Sprite {
         name: string;
@@ -11832,6 +11763,75 @@ declare module BABYLON {
 }
 
 declare module BABYLON.Internals {
+    class _AlphaState {
+        private _isAlphaBlendDirty;
+        private _isBlendFunctionParametersDirty;
+        private _alphaBlend;
+        private _blendFunctionParameters;
+        isDirty: boolean;
+        alphaBlend: boolean;
+        setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
+        reset(): void;
+        apply(gl: WebGLRenderingContext): void;
+    }
+}
+
+declare module BABYLON.Internals {
+    class _DepthCullingState {
+        private _isDepthTestDirty;
+        private _isDepthMaskDirty;
+        private _isDepthFuncDirty;
+        private _isCullFaceDirty;
+        private _isCullDirty;
+        private _isZOffsetDirty;
+        private _depthTest;
+        private _depthMask;
+        private _depthFunc;
+        private _cull;
+        private _cullFace;
+        private _zOffset;
+        isDirty: boolean;
+        zOffset: number;
+        cullFace: number;
+        cull: boolean;
+        depthFunc: number;
+        depthMask: boolean;
+        depthTest: boolean;
+        reset(): void;
+        apply(gl: WebGLRenderingContext): void;
+    }
+}
+
+declare module BABYLON.Internals {
+    class _StencilState {
+        private _isStencilTestDirty;
+        private _isStencilMaskDirty;
+        private _isStencilFuncDirty;
+        private _isStencilOpDirty;
+        private _stencilTest;
+        private _stencilMask;
+        private _stencilFunc;
+        private _stencilFuncRef;
+        private _stencilFuncMask;
+        private _stencilOpStencilFail;
+        private _stencilOpDepthFail;
+        private _stencilOpStencilDepthPass;
+        isDirty: boolean;
+        stencilFunc: number;
+        stencilFuncRef: number;
+        stencilFuncMask: number;
+        stencilOpStencilFail: number;
+        stencilOpDepthFail: number;
+        stencilOpStencilDepthPass: number;
+        stencilMask: number;
+        stencilTest: boolean;
+        constructor();
+        reset(): void;
+        apply(gl: WebGLRenderingContext): void;
+    }
+}
+
+declare module BABYLON.Internals {
     class AndOrNotEvaluator {
         static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
         private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);

A diferenza do arquivo foi suprimida porque é demasiado grande
+ 5 - 5
dist/preview release/babylon.js


+ 2 - 1
dist/preview release/babylon.max.js

@@ -40463,6 +40463,7 @@ var BABYLON;
             // If the parent is given, initialize the hierarchy/owner related data
             if (parent != null) {
                 parent.addChild(this);
+                this._hierarchyDepth = parent._hierarchyDepth + 1;
                 this._patchHierarchy(parent.owner);
             }
             // If it's a group, detect its own states
@@ -44167,7 +44168,7 @@ var BABYLON;
             }
             if (!rd._cacheNode) {
                 // Check if we have to allocate a rendering zone in the global cache texture
-                var res = this.owner._allocateGroupCache(this, this.renderGroup, curWidth ? new BABYLON.Size(curWidth, curHeight) : null, rd._useMipMap, rd._anisotropicLevel);
+                var res = this.owner._allocateGroupCache(this, this.parent.renderGroup, curWidth ? new BABYLON.Size(curWidth, curHeight) : null, rd._useMipMap, rd._anisotropicLevel);
                 rd._cacheNode = res.node;
                 rd._cacheTexture = res.texture;
                 rd._cacheRenderSprite = res.sprite;

A diferenza do arquivo foi suprimida porque é demasiado grande
+ 5 - 5
dist/preview release/babylon.noworker.js


+ 1 - 1
src/Canvas2d/babylon.group2d.js

@@ -671,7 +671,7 @@ var BABYLON;
             }
             if (!rd._cacheNode) {
                 // Check if we have to allocate a rendering zone in the global cache texture
-                var res = this.owner._allocateGroupCache(this, this.renderGroup, curWidth ? new BABYLON.Size(curWidth, curHeight) : null, rd._useMipMap, rd._anisotropicLevel);
+                var res = this.owner._allocateGroupCache(this, this.parent.renderGroup, curWidth ? new BABYLON.Size(curWidth, curHeight) : null, rd._useMipMap, rd._anisotropicLevel);
                 rd._cacheNode = res.node;
                 rd._cacheTexture = res.texture;
                 rd._cacheRenderSprite = res.sprite;

+ 1 - 0
src/Canvas2d/babylon.prim2dBase.js

@@ -1248,6 +1248,7 @@ var BABYLON;
             // If the parent is given, initialize the hierarchy/owner related data
             if (parent != null) {
                 parent.addChild(this);
+                this._hierarchyDepth = parent._hierarchyDepth + 1;
                 this._patchHierarchy(parent.owner);
             }
             // If it's a group, detect its own states