Browse Source

Merge pull request #3463 from plaudit/2017-12-new-IActiveMeshCandidateProvider-and-some-fps-optimization-changes

New option in scene to limit mesh candidates inside, minor optimization, minor bug fixes and added Firefox/58 to WebGL2UniformBuffersExceptionList
David Catuhe 7 years ago
parent
commit
26448d1184
38 changed files with 25382 additions and 25183 deletions
  1. 6443 6427
      Playground/babylon.d.txt
  2. 11849 11833
      dist/preview release/babylon.d.ts
  3. 47 47
      dist/preview release/babylon.js
  4. 112 63
      dist/preview release/babylon.max.js
  5. 48 48
      dist/preview release/babylon.worker.js
  6. 6517 6501
      dist/preview release/customConfigurations/minimalGLTFViewer/babylon.d.ts
  7. 51 51
      dist/preview release/customConfigurations/minimalGLTFViewer/babylon.js
  8. 112 63
      dist/preview release/customConfigurations/minimalGLTFViewer/babylon.max.js
  9. 3 3
      dist/preview release/gui/babylon.gui.min.js
  10. 4 4
      dist/preview release/inspector/babylon.inspector.bundle.js
  11. 3 3
      dist/preview release/inspector/babylon.inspector.min.js
  12. 2 2
      dist/preview release/loaders/babylon.glTF1FileLoader.min.js
  13. 2 2
      dist/preview release/loaders/babylon.glTF2FileLoader.min.js
  14. 3 3
      dist/preview release/loaders/babylon.glTFFileLoader.min.js
  15. 1 1
      dist/preview release/loaders/babylon.objFileLoader.min.js
  16. 3 3
      dist/preview release/loaders/babylonjs.loaders.min.js
  17. 1 1
      dist/preview release/materialsLibrary/babylon.customMaterial.min.js
  18. 1 1
      dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.min.js
  19. 1 1
      dist/preview release/materialsLibrary/babylon.waterMaterial.min.js
  20. 3 3
      dist/preview release/materialsLibrary/babylonjs.materials.min.js
  21. 1 1
      dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.min.js
  22. 1 1
      dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js
  23. 1 1
      dist/preview release/postProcessesLibrary/babylonjs.postProcess.min.js
  24. 1 1
      dist/preview release/serializers/babylon.glTF2Serializer.min.js
  25. 1 1
      dist/preview release/serializers/babylonjs.serializers.min.js
  26. 56 56
      dist/preview release/viewer/babylon.viewer.js
  27. 1 1
      src/Engine/babylon.engine.ts
  28. 1 1
      src/Materials/Textures/babylon.renderTargetTexture.ts
  29. 10 9
      src/Materials/babylon.materialHelper.ts
  30. 3 3
      src/Mesh/babylon.abstractMesh.ts
  31. 3 2
      src/Mesh/babylon.geometry.ts
  32. 2 2
      src/Mesh/babylon.mesh.ts
  33. 3 5
      src/Mesh/babylon.subMesh.ts
  34. 1 1
      src/Mesh/babylon.transformNode.ts
  35. 12 5
      src/Rendering/babylon.renderingGroup.ts
  36. 11 4
      src/Rendering/babylon.renderingManager.ts
  37. 15 7
      src/babylon.node.ts
  38. 53 22
      src/babylon.scene.ts

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+ 6443 - 6427
Playground/babylon.d.txt


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+ 11849 - 11833
dist/preview release/babylon.d.ts


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+ 47 - 47
dist/preview release/babylon.js


+ 112 - 63
dist/preview release/babylon.max.js

@@ -8210,6 +8210,7 @@ var BABYLON;
                             var exception = _a[_i];
                             if (ua.indexOf(exception) > -1) {
                                 this.disableUniformBuffers = true;
+                                console.log("TODO remove this!! this.disableUniformBuffers set to true!!!!");
                                 break;
                             }
                         }
@@ -12678,7 +12679,7 @@ var BABYLON;
             }
         };
         /** Use this array to turn off some WebGL2 features on known buggy browsers version */
-        Engine.WebGL2UniformBuffersExceptionList = ["Chrome/63"];
+        Engine.WebGL2UniformBuffersExceptionList = ["Chrome/63", "Firefox/58"];
         Engine.Instances = new Array();
         // Const statics
         Engine._ALPHA_DISABLE = 0;
@@ -12780,15 +12781,18 @@ var BABYLON;
                 if (this._parentNode === parent) {
                     return;
                 }
-                if (this._parentNode) {
+                // Remove self from list of children of parent
+                if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
                     var index = this._parentNode._children.indexOf(this);
                     if (index !== -1) {
                         this._parentNode._children.splice(index, 1);
                     }
                 }
+                // Store new parent
                 this._parentNode = parent;
+                // Add as child to new parent
                 if (this._parentNode) {
-                    if (!this._parentNode._children) {
+                    if (this._parentNode._children === undefined || this._parentNode._children === null) {
                         this._parentNode._children = new Array();
                     }
                     this._parentNode._children.push(this);
@@ -12926,16 +12930,21 @@ var BABYLON;
         };
         /**
          * Is this node enabled.
-         * If the node has a parent and is enabled, the parent will be inspected as well.
+         * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true.
+         * @param {boolean} [checkAncestors=true] - Indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors.
          * @return {boolean} whether this node (and its parent) is enabled.
          * @see setEnabled
          */
-        Node.prototype.isEnabled = function () {
-            if (!this._isEnabled) {
+        Node.prototype.isEnabled = function (checkAncestors) {
+            if (checkAncestors === void 0) { checkAncestors = true; }
+            if (checkAncestors === false) {
+                return this._isEnabled;
+            }
+            if (this._isEnabled === false) {
                 return false;
             }
-            if (this.parent) {
-                return this.parent.isEnabled();
+            if (this.parent !== undefined && this.parent !== null) {
+                return this.parent.isEnabled(checkAncestors);
             }
             return true;
         };
@@ -13903,7 +13912,7 @@ var BABYLON;
          * Returns the TransformNode.
          */
         TransformNode.prototype.setParent = function (node) {
-            if (node == null) {
+            if (node === null) {
                 var rotation = BABYLON.Tmp.Quaternion[0];
                 var position = BABYLON.Tmp.Vector3[0];
                 var scale = BABYLON.Tmp.Vector3[1];
@@ -15636,7 +15645,7 @@ var BABYLON;
             if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
             var index;
             // Action manager
-            if (this.actionManager) {
+            if (this.actionManager !== undefined && this.actionManager !== null) {
                 this.actionManager.dispose();
                 this.actionManager = null;
             }
@@ -15687,7 +15696,7 @@ var BABYLON;
             }
             // Octree
             var sceneOctree = this.getScene().selectionOctree;
-            if (sceneOctree) {
+            if (sceneOctree !== undefined && sceneOctree !== null) {
                 var index = sceneOctree.dynamicContent.indexOf(this);
                 if (index !== -1) {
                     sceneOctree.dynamicContent.splice(index, 1);
@@ -17801,7 +17810,7 @@ var BABYLON;
             this._renderingGroups.length = 0;
         };
         RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
-            if (!this._renderingGroups[renderingGroupId]) {
+            if (this._renderingGroups[renderingGroupId] === undefined) {
                 this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
             }
         };
@@ -17815,11 +17824,18 @@ var BABYLON;
             this._prepareRenderingGroup(renderingGroupId);
             this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
         };
-        RenderingManager.prototype.dispatch = function (subMesh) {
-            var mesh = subMesh.getMesh();
+        /**
+         * @param subMesh The submesh to dispatch
+         * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
+         * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
+         */
+        RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
+            if (mesh === undefined) {
+                mesh = subMesh.getMesh();
+            }
             var renderingGroupId = mesh.renderingGroupId || 0;
             this._prepareRenderingGroup(renderingGroupId);
-            this._renderingGroups[renderingGroupId].dispatch(subMesh);
+            this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
         };
         /**
          * Overrides the default sort function applied in the renderging group to prepare the meshes.
@@ -18161,29 +18177,36 @@ var BABYLON;
         /**
          * Inserts the submesh in its correct queue depending on its material.
          * @param subMesh The submesh to dispatch
+         * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
+         * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
          */
-        RenderingGroup.prototype.dispatch = function (subMesh) {
-            var material = subMesh.getMaterial();
-            var mesh = subMesh.getMesh();
-            if (!material) {
+        RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
+            // Get mesh and materials if not provided
+            if (mesh === undefined) {
+                mesh = subMesh.getMesh();
+            }
+            if (material === undefined) {
+                material = subMesh.getMaterial();
+            }
+            if (material === null || material === undefined) {
                 return;
             }
             if (material.needAlphaBlendingForMesh(mesh)) {
                 this._transparentSubMeshes.push(subMesh);
             }
             else if (material.needAlphaTesting()) {
-                if (material.needDepthPrePass) {
+                if (material.needDepthPrePass === true) {
                     this._depthOnlySubMeshes.push(subMesh);
                 }
                 this._alphaTestSubMeshes.push(subMesh);
             }
             else {
-                if (material.needDepthPrePass) {
+                if (material.needDepthPrePass === true) {
                     this._depthOnlySubMeshes.push(subMesh);
                 }
                 this._opaqueSubMeshes.push(subMesh); // Opaque
             }
-            if (mesh._edgesRenderer) {
+            if (mesh._edgesRenderer !== null && mesh._edgesRenderer !== undefined) {
                 this._edgesRenderers.push(mesh._edgesRenderer);
             }
         };
@@ -18677,6 +18700,7 @@ var BABYLON;
             this._activeRequests = new Array();
             this._pendingData = new Array();
             this._isDisposed = false;
+            this.dispatchAllSubMeshesOfActiveMeshes = false;
             this._activeMeshes = new BABYLON.SmartArray(256);
             this._processedMaterials = new BABYLON.SmartArray(256);
             this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
@@ -20744,15 +20768,17 @@ var BABYLON;
             return this._externalData.remove(key);
         };
         Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
-            if (mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
-                var material = subMesh.getMaterial();
-                if (mesh.showSubMeshesBoundingBox) {
+            if (this.dispatchAllSubMeshesOfActiveMeshes === true || mesh.alwaysSelectAsActiveMesh === true || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
+                if (mesh.showSubMeshesBoundingBox === true) {
                     var boundingInfo = subMesh.getBoundingInfo();
-                    this.getBoundingBoxRenderer().renderList.push(boundingInfo.boundingBox);
+                    if (boundingInfo !== null && boundingInfo !== undefined) {
+                        this.getBoundingBoxRenderer().renderList.push(boundingInfo.boundingBox);
+                    }
                 }
-                if (material) {
+                var material = subMesh.getMaterial();
+                if (material !== null && material !== undefined) {
                     // Render targets
-                    if (material.getRenderTargetTextures) {
+                    if (material.getRenderTargetTextures !== undefined) {
                         if (this._processedMaterials.indexOf(material) === -1) {
                             this._processedMaterials.push(material);
                             this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
@@ -20760,13 +20786,19 @@ var BABYLON;
                     }
                     // Dispatch
                     this._activeIndices.addCount(subMesh.indexCount, false);
-                    this._renderingManager.dispatch(subMesh);
+                    this._renderingManager.dispatch(subMesh, mesh, material);
                 }
             }
         };
         Scene.prototype._isInIntermediateRendering = function () {
             return this._intermediateRendering;
         };
+        Scene.prototype.setActiveMeshCandidateProvider = function (provider) {
+            this._activeMeshCandidateProvider = provider;
+        };
+        Scene.prototype.getActiveMeshCandidateProvider = function () {
+            return this._activeMeshCandidateProvider;
+        };
         /**
          * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
          */
@@ -20803,22 +20835,38 @@ var BABYLON;
             // Meshes
             var meshes;
             var len;
-            if (this._selectionOctree) {
+            var checkIsEnabled = true;
+            // Determine mesh candidates
+            if (this._activeMeshCandidateProvider !== undefined) {
+                // Use _activeMeshCandidateProvider
+                meshes = this._activeMeshCandidateProvider.getMeshes(this);
+                checkIsEnabled = this._activeMeshCandidateProvider.checksIsEnabled === false;
+                if (meshes !== undefined) {
+                    len = meshes.length;
+                }
+                else {
+                    len = 0;
+                }
+            }
+            else if (this._selectionOctree !== undefined) {
+                // Octree
                 var selection = this._selectionOctree.select(this._frustumPlanes);
                 meshes = selection.data;
                 len = selection.length;
             }
             else {
+                // Full scene traversal
                 len = this.meshes.length;
                 meshes = this.meshes;
             }
-            for (var meshIndex = 0; meshIndex < len; meshIndex++) {
-                var mesh = meshes[meshIndex];
-                if (mesh.isBlocked) {
+            // Check each mesh
+            for (var meshIndex = 0, mesh, meshLOD; meshIndex < len; meshIndex++) {
+                mesh = meshes[meshIndex];
+                if (mesh.isBlocked === true) {
                     continue;
                 }
                 this._totalVertices.addCount(mesh.getTotalVertices(), false);
-                if (!mesh.isReady() || !mesh.isEnabled()) {
+                if (mesh.isReady() === false || (checkIsEnabled === true && mesh.isEnabled() === false)) {
                     continue;
                 }
                 mesh.computeWorldMatrix();
@@ -20827,8 +20875,8 @@ var BABYLON;
                     this._meshesForIntersections.pushNoDuplicate(mesh);
                 }
                 // Switch to current LOD
-                var meshLOD = mesh.getLOD(this.activeCamera);
-                if (!meshLOD) {
+                meshLOD = mesh.getLOD(this.activeCamera);
+                if (meshLOD === undefined || meshLOD === null) {
                     continue;
                 }
                 mesh._preActivate();
@@ -20862,7 +20910,7 @@ var BABYLON;
             }
         };
         Scene.prototype._activeMesh = function (sourceMesh, mesh) {
-            if (mesh.skeleton && this.skeletonsEnabled) {
+            if (this.skeletonsEnabled === true && mesh.skeleton !== null && mesh.skeleton !== undefined) {
                 if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
                     mesh.skeleton.prepare();
                 }
@@ -20870,15 +20918,16 @@ var BABYLON;
                     this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
                 }
             }
-            if (sourceMesh.showBoundingBox || this.forceShowBoundingBoxes) {
+            if (sourceMesh.showBoundingBox === true || this.forceShowBoundingBoxes === true) {
                 var boundingInfo = sourceMesh.getBoundingInfo();
                 this.getBoundingBoxRenderer().renderList.push(boundingInfo.boundingBox);
             }
-            if (mesh && mesh.subMeshes) {
+            if (mesh !== undefined && mesh !== null
+                && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
                 // Submeshes Octrees
                 var len;
                 var subMeshes;
-                if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
+                if (mesh.useOctreeForRenderingSelection === true && mesh._submeshesOctree !== undefined && mesh._submeshesOctree !== null) {
                     var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
                     len = intersections.length;
                     subMeshes = intersections.data;
@@ -20887,8 +20936,8 @@ var BABYLON;
                     subMeshes = mesh.subMeshes;
                     len = subMeshes.length;
                 }
-                for (var subIndex = 0; subIndex < len; subIndex++) {
-                    var subMesh = subMeshes[subIndex];
+                for (var subIndex = 0, subMesh; subIndex < len; subIndex++) {
+                    subMesh = subMeshes[subIndex];
                     this._evaluateSubMesh(subMesh, mesh);
                 }
             }
@@ -23952,7 +24001,7 @@ var BABYLON;
          * Returns a positive integer : the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
          */
         Mesh.prototype.getTotalVertices = function () {
-            if (!this._geometry) {
+            if (this._geometry === null || this._geometry === undefined) {
                 return 0;
             }
             return this._geometry.getTotalVertices();
@@ -25419,7 +25468,7 @@ var BABYLON;
             }
             serializationObject.scaling = this.scaling.asArray();
             serializationObject.localMatrix = this.getPivotMatrix().asArray();
-            serializationObject.isEnabled = this.isEnabled();
+            serializationObject.isEnabled = this.isEnabled(false);
             serializationObject.isVisible = this.isVisible;
             serializationObject.infiniteDistance = this.infiniteDistance;
             serializationObject.pickable = this.isPickable;
@@ -26639,7 +26688,10 @@ var BABYLON;
          */
         SubMesh.prototype.getMaterial = function () {
             var rootMaterial = this._renderingMesh.material;
-            if (rootMaterial && rootMaterial.getSubMaterial) {
+            if (rootMaterial === null || rootMaterial === undefined) {
+                return this._mesh.getScene().defaultMaterial;
+            }
+            else if (rootMaterial.getSubMaterial) {
                 var multiMaterial = rootMaterial;
                 var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
                 if (this._currentMaterial !== effectiveMaterial) {
@@ -26648,9 +26700,6 @@ var BABYLON;
                 }
                 return effectiveMaterial;
             }
-            if (!rootMaterial) {
-                return this._mesh.getScene().defaultMaterial;
-            }
             return rootMaterial;
         };
         // Methods
@@ -31401,7 +31450,7 @@ var BABYLON;
             this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
         };
         Geometry.prototype.getTotalVertices = function () {
-            if (!this.isReady()) {
+            if (this.isReady() === false) {
                 return 0;
             }
             return this._totalVertices;
@@ -32057,8 +32106,9 @@ var BABYLON;
             // Update
             mesh.computeWorldMatrix(true);
             // Octree
-            if (scene['_selectionOctree']) {
-                scene['_selectionOctree'].addMesh(mesh);
+            var sceneOctree = scene.selectionOctree;
+            if (sceneOctree !== undefined && sceneOctree !== null) {
+                sceneOctree.addMesh(mesh);
             }
         };
         Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
@@ -34557,25 +34607,24 @@ var BABYLON;
         MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
             if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
             if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
-            var lightIndex = 0;
-            for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
-                var light = _a[_i];
+            for (var i = 0, len = mesh._lightSources.length, light, iAsString; i < len; i++) {
+                light = mesh._lightSources[i];
+                iAsString = i.toString();
                 var scaledIntensity = light.getScaledIntensity();
-                light._uniformBuffer.bindToEffect(effect, "Light" + lightIndex);
-                MaterialHelper.BindLightProperties(light, effect, lightIndex);
+                light._uniformBuffer.bindToEffect(effect, "Light" + i);
+                MaterialHelper.BindLightProperties(light, effect, i);
                 light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
-                light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, lightIndex + "");
+                light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
                 if (defines["SPECULARTERM"]) {
                     light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
-                    light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], lightIndex + "");
+                    light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
                 }
                 // Shadows
-                if (scene.shadowsEnabled) {
-                    this.BindLightShadow(light, scene, mesh, lightIndex + "", effect);
+                if (scene.shadowsEnabled === true) {
+                    this.BindLightShadow(light, scene, mesh, iAsString, effect);
                 }
                 light._uniformBuffer.update();
-                lightIndex++;
-                if (lightIndex === maxSimultaneousLights)
+                if (i === maxSimultaneousLights)
                     break;
             }
         };
@@ -51808,7 +51857,7 @@ var BABYLON;
                         for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
                             var subMesh = mesh.subMeshes[subIndex];
                             scene._activeIndices.addCount(subMesh.indexCount, false);
-                            this._renderingManager.dispatch(subMesh);
+                            this._renderingManager.dispatch(subMesh, mesh);
                         }
                     }
                 }

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+ 48 - 48
dist/preview release/babylon.worker.js


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+ 6517 - 6501
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.d.ts


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+ 51 - 51
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.js


+ 112 - 63
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.max.js

@@ -8210,6 +8210,7 @@ var BABYLON;
                             var exception = _a[_i];
                             if (ua.indexOf(exception) > -1) {
                                 this.disableUniformBuffers = true;
+                                console.log("TODO remove this!! this.disableUniformBuffers set to true!!!!");
                                 break;
                             }
                         }
@@ -12678,7 +12679,7 @@ var BABYLON;
             }
         };
         /** Use this array to turn off some WebGL2 features on known buggy browsers version */
-        Engine.WebGL2UniformBuffersExceptionList = ["Chrome/63"];
+        Engine.WebGL2UniformBuffersExceptionList = ["Chrome/63", "Firefox/58"];
         Engine.Instances = new Array();
         // Const statics
         Engine._ALPHA_DISABLE = 0;
@@ -12780,15 +12781,18 @@ var BABYLON;
                 if (this._parentNode === parent) {
                     return;
                 }
-                if (this._parentNode) {
+                // Remove self from list of children of parent
+                if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
                     var index = this._parentNode._children.indexOf(this);
                     if (index !== -1) {
                         this._parentNode._children.splice(index, 1);
                     }
                 }
+                // Store new parent
                 this._parentNode = parent;
+                // Add as child to new parent
                 if (this._parentNode) {
-                    if (!this._parentNode._children) {
+                    if (this._parentNode._children === undefined || this._parentNode._children === null) {
                         this._parentNode._children = new Array();
                     }
                     this._parentNode._children.push(this);
@@ -12926,16 +12930,21 @@ var BABYLON;
         };
         /**
          * Is this node enabled.
-         * If the node has a parent and is enabled, the parent will be inspected as well.
+         * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true.
+         * @param {boolean} [checkAncestors=true] - Indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors.
          * @return {boolean} whether this node (and its parent) is enabled.
          * @see setEnabled
          */
-        Node.prototype.isEnabled = function () {
-            if (!this._isEnabled) {
+        Node.prototype.isEnabled = function (checkAncestors) {
+            if (checkAncestors === void 0) { checkAncestors = true; }
+            if (checkAncestors === false) {
+                return this._isEnabled;
+            }
+            if (this._isEnabled === false) {
                 return false;
             }
-            if (this.parent) {
-                return this.parent.isEnabled();
+            if (this.parent !== undefined && this.parent !== null) {
+                return this.parent.isEnabled(checkAncestors);
             }
             return true;
         };
@@ -13903,7 +13912,7 @@ var BABYLON;
          * Returns the TransformNode.
          */
         TransformNode.prototype.setParent = function (node) {
-            if (node == null) {
+            if (node === null) {
                 var rotation = BABYLON.Tmp.Quaternion[0];
                 var position = BABYLON.Tmp.Vector3[0];
                 var scale = BABYLON.Tmp.Vector3[1];
@@ -15636,7 +15645,7 @@ var BABYLON;
             if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
             var index;
             // Action manager
-            if (this.actionManager) {
+            if (this.actionManager !== undefined && this.actionManager !== null) {
                 this.actionManager.dispose();
                 this.actionManager = null;
             }
@@ -15687,7 +15696,7 @@ var BABYLON;
             }
             // Octree
             var sceneOctree = this.getScene().selectionOctree;
-            if (sceneOctree) {
+            if (sceneOctree !== undefined && sceneOctree !== null) {
                 var index = sceneOctree.dynamicContent.indexOf(this);
                 if (index !== -1) {
                     sceneOctree.dynamicContent.splice(index, 1);
@@ -17801,7 +17810,7 @@ var BABYLON;
             this._renderingGroups.length = 0;
         };
         RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
-            if (!this._renderingGroups[renderingGroupId]) {
+            if (this._renderingGroups[renderingGroupId] === undefined) {
                 this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
             }
         };
@@ -17815,11 +17824,18 @@ var BABYLON;
             this._prepareRenderingGroup(renderingGroupId);
             this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
         };
-        RenderingManager.prototype.dispatch = function (subMesh) {
-            var mesh = subMesh.getMesh();
+        /**
+         * @param subMesh The submesh to dispatch
+         * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
+         * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
+         */
+        RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
+            if (mesh === undefined) {
+                mesh = subMesh.getMesh();
+            }
             var renderingGroupId = mesh.renderingGroupId || 0;
             this._prepareRenderingGroup(renderingGroupId);
-            this._renderingGroups[renderingGroupId].dispatch(subMesh);
+            this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
         };
         /**
          * Overrides the default sort function applied in the renderging group to prepare the meshes.
@@ -18161,29 +18177,36 @@ var BABYLON;
         /**
          * Inserts the submesh in its correct queue depending on its material.
          * @param subMesh The submesh to dispatch
+         * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
+         * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
          */
-        RenderingGroup.prototype.dispatch = function (subMesh) {
-            var material = subMesh.getMaterial();
-            var mesh = subMesh.getMesh();
-            if (!material) {
+        RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
+            // Get mesh and materials if not provided
+            if (mesh === undefined) {
+                mesh = subMesh.getMesh();
+            }
+            if (material === undefined) {
+                material = subMesh.getMaterial();
+            }
+            if (material === null || material === undefined) {
                 return;
             }
             if (material.needAlphaBlendingForMesh(mesh)) {
                 this._transparentSubMeshes.push(subMesh);
             }
             else if (material.needAlphaTesting()) {
-                if (material.needDepthPrePass) {
+                if (material.needDepthPrePass === true) {
                     this._depthOnlySubMeshes.push(subMesh);
                 }
                 this._alphaTestSubMeshes.push(subMesh);
             }
             else {
-                if (material.needDepthPrePass) {
+                if (material.needDepthPrePass === true) {
                     this._depthOnlySubMeshes.push(subMesh);
                 }
                 this._opaqueSubMeshes.push(subMesh); // Opaque
             }
-            if (mesh._edgesRenderer) {
+            if (mesh._edgesRenderer !== null && mesh._edgesRenderer !== undefined) {
                 this._edgesRenderers.push(mesh._edgesRenderer);
             }
         };
@@ -18677,6 +18700,7 @@ var BABYLON;
             this._activeRequests = new Array();
             this._pendingData = new Array();
             this._isDisposed = false;
+            this.dispatchAllSubMeshesOfActiveMeshes = false;
             this._activeMeshes = new BABYLON.SmartArray(256);
             this._processedMaterials = new BABYLON.SmartArray(256);
             this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
@@ -20744,15 +20768,17 @@ var BABYLON;
             return this._externalData.remove(key);
         };
         Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
-            if (mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
-                var material = subMesh.getMaterial();
-                if (mesh.showSubMeshesBoundingBox) {
+            if (this.dispatchAllSubMeshesOfActiveMeshes === true || mesh.alwaysSelectAsActiveMesh === true || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
+                if (mesh.showSubMeshesBoundingBox === true) {
                     var boundingInfo = subMesh.getBoundingInfo();
-                    this.getBoundingBoxRenderer().renderList.push(boundingInfo.boundingBox);
+                    if (boundingInfo !== null && boundingInfo !== undefined) {
+                        this.getBoundingBoxRenderer().renderList.push(boundingInfo.boundingBox);
+                    }
                 }
-                if (material) {
+                var material = subMesh.getMaterial();
+                if (material !== null && material !== undefined) {
                     // Render targets
-                    if (material.getRenderTargetTextures) {
+                    if (material.getRenderTargetTextures !== undefined) {
                         if (this._processedMaterials.indexOf(material) === -1) {
                             this._processedMaterials.push(material);
                             this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
@@ -20760,13 +20786,19 @@ var BABYLON;
                     }
                     // Dispatch
                     this._activeIndices.addCount(subMesh.indexCount, false);
-                    this._renderingManager.dispatch(subMesh);
+                    this._renderingManager.dispatch(subMesh, mesh, material);
                 }
             }
         };
         Scene.prototype._isInIntermediateRendering = function () {
             return this._intermediateRendering;
         };
+        Scene.prototype.setActiveMeshCandidateProvider = function (provider) {
+            this._activeMeshCandidateProvider = provider;
+        };
+        Scene.prototype.getActiveMeshCandidateProvider = function () {
+            return this._activeMeshCandidateProvider;
+        };
         /**
          * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
          */
@@ -20803,22 +20835,38 @@ var BABYLON;
             // Meshes
             var meshes;
             var len;
-            if (this._selectionOctree) {
+            var checkIsEnabled = true;
+            // Determine mesh candidates
+            if (this._activeMeshCandidateProvider !== undefined) {
+                // Use _activeMeshCandidateProvider
+                meshes = this._activeMeshCandidateProvider.getMeshes(this);
+                checkIsEnabled = this._activeMeshCandidateProvider.checksIsEnabled === false;
+                if (meshes !== undefined) {
+                    len = meshes.length;
+                }
+                else {
+                    len = 0;
+                }
+            }
+            else if (this._selectionOctree !== undefined) {
+                // Octree
                 var selection = this._selectionOctree.select(this._frustumPlanes);
                 meshes = selection.data;
                 len = selection.length;
             }
             else {
+                // Full scene traversal
                 len = this.meshes.length;
                 meshes = this.meshes;
             }
-            for (var meshIndex = 0; meshIndex < len; meshIndex++) {
-                var mesh = meshes[meshIndex];
-                if (mesh.isBlocked) {
+            // Check each mesh
+            for (var meshIndex = 0, mesh, meshLOD; meshIndex < len; meshIndex++) {
+                mesh = meshes[meshIndex];
+                if (mesh.isBlocked === true) {
                     continue;
                 }
                 this._totalVertices.addCount(mesh.getTotalVertices(), false);
-                if (!mesh.isReady() || !mesh.isEnabled()) {
+                if (mesh.isReady() === false || (checkIsEnabled === true && mesh.isEnabled() === false)) {
                     continue;
                 }
                 mesh.computeWorldMatrix();
@@ -20827,8 +20875,8 @@ var BABYLON;
                     this._meshesForIntersections.pushNoDuplicate(mesh);
                 }
                 // Switch to current LOD
-                var meshLOD = mesh.getLOD(this.activeCamera);
-                if (!meshLOD) {
+                meshLOD = mesh.getLOD(this.activeCamera);
+                if (meshLOD === undefined || meshLOD === null) {
                     continue;
                 }
                 mesh._preActivate();
@@ -20862,7 +20910,7 @@ var BABYLON;
             }
         };
         Scene.prototype._activeMesh = function (sourceMesh, mesh) {
-            if (mesh.skeleton && this.skeletonsEnabled) {
+            if (this.skeletonsEnabled === true && mesh.skeleton !== null && mesh.skeleton !== undefined) {
                 if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
                     mesh.skeleton.prepare();
                 }
@@ -20870,15 +20918,16 @@ var BABYLON;
                     this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
                 }
             }
-            if (sourceMesh.showBoundingBox || this.forceShowBoundingBoxes) {
+            if (sourceMesh.showBoundingBox === true || this.forceShowBoundingBoxes === true) {
                 var boundingInfo = sourceMesh.getBoundingInfo();
                 this.getBoundingBoxRenderer().renderList.push(boundingInfo.boundingBox);
             }
-            if (mesh && mesh.subMeshes) {
+            if (mesh !== undefined && mesh !== null
+                && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
                 // Submeshes Octrees
                 var len;
                 var subMeshes;
-                if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
+                if (mesh.useOctreeForRenderingSelection === true && mesh._submeshesOctree !== undefined && mesh._submeshesOctree !== null) {
                     var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
                     len = intersections.length;
                     subMeshes = intersections.data;
@@ -20887,8 +20936,8 @@ var BABYLON;
                     subMeshes = mesh.subMeshes;
                     len = subMeshes.length;
                 }
-                for (var subIndex = 0; subIndex < len; subIndex++) {
-                    var subMesh = subMeshes[subIndex];
+                for (var subIndex = 0, subMesh; subIndex < len; subIndex++) {
+                    subMesh = subMeshes[subIndex];
                     this._evaluateSubMesh(subMesh, mesh);
                 }
             }
@@ -23952,7 +24001,7 @@ var BABYLON;
          * Returns a positive integer : the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
          */
         Mesh.prototype.getTotalVertices = function () {
-            if (!this._geometry) {
+            if (this._geometry === null || this._geometry === undefined) {
                 return 0;
             }
             return this._geometry.getTotalVertices();
@@ -25419,7 +25468,7 @@ var BABYLON;
             }
             serializationObject.scaling = this.scaling.asArray();
             serializationObject.localMatrix = this.getPivotMatrix().asArray();
-            serializationObject.isEnabled = this.isEnabled();
+            serializationObject.isEnabled = this.isEnabled(false);
             serializationObject.isVisible = this.isVisible;
             serializationObject.infiniteDistance = this.infiniteDistance;
             serializationObject.pickable = this.isPickable;
@@ -26639,7 +26688,10 @@ var BABYLON;
          */
         SubMesh.prototype.getMaterial = function () {
             var rootMaterial = this._renderingMesh.material;
-            if (rootMaterial && rootMaterial.getSubMaterial) {
+            if (rootMaterial === null || rootMaterial === undefined) {
+                return this._mesh.getScene().defaultMaterial;
+            }
+            else if (rootMaterial.getSubMaterial) {
                 var multiMaterial = rootMaterial;
                 var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
                 if (this._currentMaterial !== effectiveMaterial) {
@@ -26648,9 +26700,6 @@ var BABYLON;
                 }
                 return effectiveMaterial;
             }
-            if (!rootMaterial) {
-                return this._mesh.getScene().defaultMaterial;
-            }
             return rootMaterial;
         };
         // Methods
@@ -31401,7 +31450,7 @@ var BABYLON;
             this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
         };
         Geometry.prototype.getTotalVertices = function () {
-            if (!this.isReady()) {
+            if (this.isReady() === false) {
                 return 0;
             }
             return this._totalVertices;
@@ -32057,8 +32106,9 @@ var BABYLON;
             // Update
             mesh.computeWorldMatrix(true);
             // Octree
-            if (scene['_selectionOctree']) {
-                scene['_selectionOctree'].addMesh(mesh);
+            var sceneOctree = scene.selectionOctree;
+            if (sceneOctree !== undefined && sceneOctree !== null) {
+                sceneOctree.addMesh(mesh);
             }
         };
         Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
@@ -34557,25 +34607,24 @@ var BABYLON;
         MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
             if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
             if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
-            var lightIndex = 0;
-            for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
-                var light = _a[_i];
+            for (var i = 0, len = mesh._lightSources.length, light, iAsString; i < len; i++) {
+                light = mesh._lightSources[i];
+                iAsString = i.toString();
                 var scaledIntensity = light.getScaledIntensity();
-                light._uniformBuffer.bindToEffect(effect, "Light" + lightIndex);
-                MaterialHelper.BindLightProperties(light, effect, lightIndex);
+                light._uniformBuffer.bindToEffect(effect, "Light" + i);
+                MaterialHelper.BindLightProperties(light, effect, i);
                 light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
-                light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, lightIndex + "");
+                light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
                 if (defines["SPECULARTERM"]) {
                     light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
-                    light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], lightIndex + "");
+                    light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
                 }
                 // Shadows
-                if (scene.shadowsEnabled) {
-                    this.BindLightShadow(light, scene, mesh, lightIndex + "", effect);
+                if (scene.shadowsEnabled === true) {
+                    this.BindLightShadow(light, scene, mesh, iAsString, effect);
                 }
                 light._uniformBuffer.update();
-                lightIndex++;
-                if (lightIndex === maxSimultaneousLights)
+                if (i === maxSimultaneousLights)
                     break;
             }
         };
@@ -51655,7 +51704,7 @@ var BABYLON;
                         for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
                             var subMesh = mesh.subMeshes[subIndex];
                             scene._activeIndices.addCount(subMesh.indexCount, false);
-                            this._renderingManager.dispatch(subMesh);
+                            this._renderingManager.dispatch(subMesh, mesh);
                         }
                     }
                 }

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


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dist/preview release/inspector/babylon.inspector.bundle.js


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


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+ 2 - 2
dist/preview release/loaders/babylon.glTF1FileLoader.min.js


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+ 2 - 2
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+ 3 - 3
dist/preview release/loaders/babylon.glTFFileLoader.min.js


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


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+ 3 - 3
dist/preview release/loaders/babylonjs.loaders.min.js


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+ 1 - 1
dist/preview release/materialsLibrary/babylon.customMaterial.min.js


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+ 1 - 1
dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.min.js


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+ 1 - 1
dist/preview release/materialsLibrary/babylon.waterMaterial.min.js


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+ 3 - 3
dist/preview release/materialsLibrary/babylonjs.materials.min.js


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+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.min.js


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+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js


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+ 1 - 1
dist/preview release/postProcessesLibrary/babylonjs.postProcess.min.js


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+ 1 - 1
dist/preview release/serializers/babylon.glTF2Serializer.min.js


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+ 1 - 1
dist/preview release/serializers/babylonjs.serializers.min.js


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+ 56 - 56
dist/preview release/viewer/babylon.viewer.js


+ 1 - 1
src/Engine/babylon.engine.ts

@@ -279,7 +279,7 @@
      */
     export class Engine {
         /** Use this array to turn off some WebGL2 features on known buggy browsers version */
-        public static WebGL2UniformBuffersExceptionList = ["Chrome/63"];
+        public static WebGL2UniformBuffersExceptionList = ["Chrome/63", "Firefox/58"];
 
         public static Instances = new Array<Engine>();
 

+ 1 - 1
src/Materials/Textures/babylon.renderTargetTexture.ts

@@ -445,7 +445,7 @@
                         for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
                             var subMesh = mesh.subMeshes[subIndex];
                             scene._activeIndices.addCount(subMesh.indexCount, false);
-                            this._renderingManager.dispatch(subMesh);
+                            this._renderingManager.dispatch(subMesh, mesh);
                         }
                     }
                 }

+ 10 - 9
src/Materials/babylon.materialHelper.ts

@@ -370,28 +370,29 @@
         }
 
         public static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights = 4, usePhysicalLightFalloff = false) {
-            var lightIndex = 0;
-            for (var light of mesh._lightSources) {
+            for (var i = 0, len = mesh._lightSources.length, light, iAsString; i < len; i++) {
+                light = mesh._lightSources[i];
+                iAsString = i.toString();
+
                 let scaledIntensity = light.getScaledIntensity();
-                light._uniformBuffer.bindToEffect(effect, "Light" + lightIndex);
+                light._uniformBuffer.bindToEffect(effect, "Light" + i);
 
-                MaterialHelper.BindLightProperties(light, effect, lightIndex);
+                MaterialHelper.BindLightProperties(light, effect, i);
 
                 light.diffuse.scaleToRef(scaledIntensity, Tmp.Color3[0]);
-                light._uniformBuffer.updateColor4("vLightDiffuse", Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, lightIndex + "");
+                light._uniformBuffer.updateColor4("vLightDiffuse", Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
                 if (defines["SPECULARTERM"]) {
                     light.specular.scaleToRef(scaledIntensity, Tmp.Color3[1]);
-                    light._uniformBuffer.updateColor3("vLightSpecular", Tmp.Color3[1], lightIndex + "");
+                    light._uniformBuffer.updateColor3("vLightSpecular", Tmp.Color3[1], iAsString);
                 }
 
                 // Shadows
                 if (scene.shadowsEnabled) {
-                    this.BindLightShadow(light, scene, mesh, lightIndex + "", effect);
+                    this.BindLightShadow(light, scene, mesh, iAsString, effect);
                 }
                 light._uniformBuffer.update();
-                lightIndex++;
 
-                if (lightIndex === maxSimultaneousLights)
+                if (i === maxSimultaneousLights)
                     break;
             }
         }

+ 3 - 3
src/Mesh/babylon.abstractMesh.ts

@@ -1322,7 +1322,7 @@
             var index: number;
 
             // Action manager
-            if (this.actionManager) {
+            if (this.actionManager !== undefined && this.actionManager !== null) {
                 this.actionManager.dispose();
                 this.actionManager = null;
             }
@@ -1388,8 +1388,8 @@
             }
 
             // Octree
-            var sceneOctree = this.getScene().selectionOctree;
-            if (sceneOctree) {
+            const sceneOctree = this.getScene().selectionOctree;
+            if (sceneOctree !== undefined && sceneOctree !== null) {
                 var index = sceneOctree.dynamicContent.indexOf(this);
 
                 if (index !== -1) {

+ 3 - 2
src/Mesh/babylon.geometry.ts

@@ -1059,8 +1059,9 @@
             mesh.computeWorldMatrix(true);
 
             // Octree
-            if (scene['_selectionOctree']) {
-                scene['_selectionOctree'].addMesh(<AbstractMesh>mesh);
+            const sceneOctree = scene.selectionOctree;
+            if (sceneOctree !== undefined && sceneOctree !== null) {
+                sceneOctree.addMesh(<AbstractMesh>mesh);
             }
         }
 

+ 2 - 2
src/Mesh/babylon.mesh.ts

@@ -427,7 +427,7 @@
          * Returns a positive integer : the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
          */
         public getTotalVertices(): number {
-            if (!this._geometry) {
+            if (this._geometry === null || this._geometry === undefined) {
                 return 0;
             }
             return this._geometry.getTotalVertices();
@@ -2104,7 +2104,7 @@
             serializationObject.scaling = this.scaling.asArray();
             serializationObject.localMatrix = this.getPivotMatrix().asArray();
 
-            serializationObject.isEnabled = this.isEnabled();
+            serializationObject.isEnabled = this.isEnabled(false);
             serializationObject.isVisible = this.isVisible;
             serializationObject.infiniteDistance = this.infiniteDistance;
             serializationObject.pickable = this.isPickable;

+ 3 - 5
src/Mesh/babylon.subMesh.ts

@@ -101,7 +101,9 @@
         public getMaterial(): Nullable<Material> {
             var rootMaterial = this._renderingMesh.material;
 
-            if (rootMaterial && (<MultiMaterial>rootMaterial).getSubMaterial) {
+            if (rootMaterial === null || rootMaterial === undefined) {
+                return this._mesh.getScene().defaultMaterial;
+            } else if ((<MultiMaterial>rootMaterial).getSubMaterial) {
                 var multiMaterial = <MultiMaterial>rootMaterial;
                 var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
 
@@ -113,10 +115,6 @@
                 return effectiveMaterial;
             }
 
-            if (!rootMaterial) {
-                return this._mesh.getScene().defaultMaterial;
-            }
-
             return rootMaterial;
         }
 

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

@@ -463,7 +463,7 @@ module BABYLON {
          */
         public setParent(node: Nullable<Node>): TransformNode {
 
-            if (node == null) {
+            if (node === null) {
                 var rotation = Tmp.Quaternion[0];
                 var position = Tmp.Vector3[0];
                 var scale = Tmp.Vector3[1];

+ 12 - 5
src/Rendering/babylon.renderingGroup.ts

@@ -315,12 +315,19 @@
         /**
          * Inserts the submesh in its correct queue depending on its material.
          * @param subMesh The submesh to dispatch
+         * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
+         * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
          */
-        public dispatch(subMesh: SubMesh): void {
-            var material = subMesh.getMaterial();
-            var mesh = subMesh.getMesh();
+        public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void {
+            // Get mesh and materials if not provided
+            if (mesh === undefined) {
+                mesh = subMesh.getMesh();
+            }
+            if (material === undefined) {
+                material = subMesh.getMaterial();
+            }
 
-            if (!material) {
+            if (material === null || material === undefined) {
                 return;
             }
 
@@ -340,7 +347,7 @@
                 this._opaqueSubMeshes.push(subMesh); // Opaque
             }
 
-            if (mesh._edgesRenderer) {
+            if (mesh._edgesRenderer !== null && mesh._edgesRenderer !== undefined) {
                 this._edgesRenderers.push(mesh._edgesRenderer);
             }
         }

+ 11 - 4
src/Rendering/babylon.renderingManager.ts

@@ -142,7 +142,7 @@
         }
 
         private _prepareRenderingGroup(renderingGroupId: number): void {
-            if (!this._renderingGroups[renderingGroupId]) {
+            if (this._renderingGroups[renderingGroupId] === undefined) {
                 this._renderingGroups[renderingGroupId] = new RenderingGroup(renderingGroupId, this._scene,
                     this._customOpaqueSortCompareFn[renderingGroupId],
                     this._customAlphaTestSortCompareFn[renderingGroupId],
@@ -167,13 +167,20 @@
             this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
         }
 
-        public dispatch(subMesh: SubMesh): void {
-            var mesh = subMesh.getMesh();
+        /**
+         * @param subMesh The submesh to dispatch
+         * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
+         * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
+         */
+        public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void {
+            if (mesh === undefined) {
+                mesh = subMesh.getMesh();
+            }
             var renderingGroupId = mesh.renderingGroupId || 0;
 
             this._prepareRenderingGroup(renderingGroupId);
 
-            this._renderingGroups[renderingGroupId].dispatch(subMesh);
+            this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
         }
 
         /**

+ 15 - 7
src/babylon.node.ts

@@ -44,17 +44,20 @@
                 return;
             }
 
-            if (this._parentNode) {
+            // Remove self from list of children of parent
+            if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
                 var index = this._parentNode._children.indexOf(this);
                 if (index !== -1) {
                     this._parentNode._children.splice(index, 1);
                 }
             }
 
+            // Store new parent
             this._parentNode = parent;
 
+            // Add as child to new parent
             if (this._parentNode) {
-                if (!this._parentNode._children) {
+                if (this._parentNode._children === undefined || this._parentNode._children === null) {
                     this._parentNode._children = new Array<Node>();
                 }
                 this._parentNode._children.push(this);
@@ -241,17 +244,22 @@
 
         /**
          * Is this node enabled. 
-         * If the node has a parent and is enabled, the parent will be inspected as well.
+         * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true.
+         * @param {boolean} [checkAncestors=true] - Indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors.
          * @return {boolean} whether this node (and its parent) is enabled.
          * @see setEnabled
          */
-        public isEnabled(): boolean {
-            if (!this._isEnabled) {
+        public isEnabled(checkAncestors: boolean = true): boolean {
+            if (checkAncestors === false) {
+                return this._isEnabled;
+            }
+
+            if (this._isEnabled === false) {
                 return false;
             }
 
-            if (this.parent) {
-                return this.parent.isEnabled();
+            if (this.parent !== undefined && this.parent !== null) {
+                return this.parent.isEnabled(checkAncestors);
             }
 
             return true;

+ 53 - 22
src/babylon.scene.ts

@@ -3,6 +3,11 @@
         dispose(): void;
     }
 
+    export interface IActiveMeshCandidateProvider {
+        getMeshes(scene: Scene): AbstractMesh[];
+        readonly checksIsEnabled: boolean; // Indicates if the meshes have been checked to make sure they are isEnabled().
+    }
+
     class ClickInfo {
         private _singleClick = false;
         private _doubleClick = false;
@@ -874,6 +879,7 @@
         private _pendingData = new Array();
         private _isDisposed = false;
 
+        public dispatchAllSubMeshesOfActiveMeshes:boolean = false;
         private _activeMeshes = new SmartArray<AbstractMesh>(256);
         private _processedMaterials = new SmartArray<Material>(256);
         private _renderTargets = new SmartArrayNoDuplicate<RenderTargetTexture>(256);
@@ -2919,18 +2925,18 @@
         }
 
         private _evaluateSubMesh(subMesh: SubMesh, mesh: AbstractMesh): void {
-            if (mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
-                var material = subMesh.getMaterial();
-
+            if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
                 if (mesh.showSubMeshesBoundingBox) {
-                    let boundingInfo = subMesh.getBoundingInfo();
-
-                    this.getBoundingBoxRenderer().renderList.push(boundingInfo.boundingBox);
+                    const boundingInfo = subMesh.getBoundingInfo();
+                    if (boundingInfo !== null && boundingInfo !== undefined) {
+                        this.getBoundingBoxRenderer().renderList.push(boundingInfo.boundingBox);
+                    }
                 }
 
-                if (material) {
+                const material = subMesh.getMaterial();
+                if (material !== null && material !== undefined) {
                     // Render targets
-                    if (material.getRenderTargetTextures) {
+                    if (material.getRenderTargetTextures !== undefined) {
                         if (this._processedMaterials.indexOf(material) === -1) {
                             this._processedMaterials.push(material);
 
@@ -2940,7 +2946,7 @@
 
                     // Dispatch
                     this._activeIndices.addCount(subMesh.indexCount, false);
-                    this._renderingManager.dispatch(subMesh);
+                    this._renderingManager.dispatch(subMesh, mesh, material);
                 }
             }
         }
@@ -2949,6 +2955,14 @@
             return this._intermediateRendering
         }
 
+        private _activeMeshCandidateProvider: IActiveMeshCandidateProvider;
+        public setActiveMeshCandidateProvider(provider: IActiveMeshCandidateProvider): void {
+            this._activeMeshCandidateProvider = provider;
+        }
+        public getActiveMeshCandidateProvider(): IActiveMeshCandidateProvider {
+            return this._activeMeshCandidateProvider;
+        }
+
         private _activeMeshesFrozen = false;
 
         /**
@@ -2993,18 +3007,32 @@
             // Meshes
             var meshes: AbstractMesh[];
             var len: number;
-
-            if (this._selectionOctree) { // Octree
+            var checkIsEnabled = true;
+
+            // Determine mesh candidates
+            if (this._activeMeshCandidateProvider !== undefined) {
+                // Use _activeMeshCandidateProvider
+                meshes = this._activeMeshCandidateProvider.getMeshes(this);
+                checkIsEnabled = this._activeMeshCandidateProvider.checksIsEnabled === false;
+                if (meshes !== undefined) {
+                    len = meshes.length;
+                } else {
+                    len = 0;
+                }
+            } else if (this._selectionOctree !== undefined) {
+                // Octree
                 var selection = this._selectionOctree.select(this._frustumPlanes);
                 meshes = selection.data;
                 len = selection.length;
-            } else { // Full scene traversal
+            } else {
+                // Full scene traversal
                 len = this.meshes.length;
                 meshes = this.meshes;
             }
 
-            for (var meshIndex = 0; meshIndex < len; meshIndex++) {
-                var mesh = meshes[meshIndex];
+            // Check each mesh
+            for (var meshIndex = 0, mesh, meshLOD; meshIndex < len; meshIndex++) {
+                mesh = meshes[meshIndex];
 
                 if (mesh.isBlocked) {
                     continue;
@@ -3012,7 +3040,7 @@
 
                 this._totalVertices.addCount(mesh.getTotalVertices(), false);
 
-                if (!mesh.isReady() || !mesh.isEnabled()) {
+                if (!mesh.isReady() || (checkIsEnabled && !mesh.isEnabled())) {
                     continue;
                 }
 
@@ -3024,9 +3052,9 @@
                 }
 
                 // Switch to current LOD
-                var meshLOD = mesh.getLOD(this.activeCamera);
+                meshLOD = mesh.getLOD(this.activeCamera);
 
-                if (!meshLOD) {
+                if (meshLOD === undefined || meshLOD === null) {
                     continue;
                 }
 
@@ -3069,7 +3097,7 @@
         }
 
         private _activeMesh(sourceMesh: AbstractMesh, mesh: AbstractMesh): void {
-            if (mesh.skeleton && this.skeletonsEnabled) {
+            if (this.skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
                 if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
                     mesh.skeleton.prepare();
                 }
@@ -3085,12 +3113,15 @@
                 this.getBoundingBoxRenderer().renderList.push(boundingInfo.boundingBox);
             }
 
-            if (mesh && mesh.subMeshes) {
+            if (
+                mesh !== undefined && mesh !== null
+                && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0
+            ) {
                 // Submeshes Octrees
                 var len: number;
                 var subMeshes: SubMesh[];
 
-                if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
+                if (mesh.useOctreeForRenderingSelection && mesh._submeshesOctree !== undefined && mesh._submeshesOctree !== null) {
                     var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
 
                     len = intersections.length;
@@ -3100,8 +3131,8 @@
                     len = subMeshes.length;
                 }
 
-                for (var subIndex = 0; subIndex < len; subIndex++) {
-                    var subMesh = subMeshes[subIndex];
+                for (var subIndex = 0, subMesh; subIndex < len; subIndex++) {
+                    subMesh = subMeshes[subIndex];
 
                     this._evaluateSubMesh(subMesh, mesh);
                 }