David catuhe 10 年之前
父节点
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3aea6e8d9a

+ 435 - 415
dist/preview release/babylon.d.ts

@@ -110,10 +110,7 @@ declare module BABYLON {
         private _caps;
         private _pointerLockRequested;
         private _alphaTest;
-        private _resizeLoadingUI;
-        private _loadingDiv;
-        private _loadingTextDiv;
-        private _loadingDivBackgroundColor;
+        private _loadingScreen;
         private _drawCalls;
         private _glVersion;
         private _glRenderer;
@@ -285,9 +282,10 @@ declare module BABYLON {
         readPixels(x: number, y: number, width: number, height: number): Uint8Array;
         dispose(): void;
         displayLoadingUI(): void;
+        hideLoadingUI(): void;
+        loadingScreen: ILoadingScreen;
         loadingUIText: string;
         loadingUIBackgroundColor: string;
-        hideLoadingUI(): void;
         getFps(): number;
         getDeltaTime(): number;
         private _measureFps();
@@ -1525,244 +1523,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class Collider {
-        radius: Vector3;
-        retry: number;
-        velocity: Vector3;
-        basePoint: Vector3;
-        epsilon: number;
-        collisionFound: boolean;
-        velocityWorldLength: number;
-        basePointWorld: Vector3;
-        velocityWorld: Vector3;
-        normalizedVelocity: Vector3;
-        initialVelocity: Vector3;
-        initialPosition: Vector3;
-        nearestDistance: number;
-        intersectionPoint: Vector3;
-        collidedMesh: AbstractMesh;
-        private _collisionPoint;
-        private _planeIntersectionPoint;
-        private _tempVector;
-        private _tempVector2;
-        private _tempVector3;
-        private _tempVector4;
-        private _edge;
-        private _baseToVertex;
-        private _destinationPoint;
-        private _slidePlaneNormal;
-        private _displacementVector;
-        _initialize(source: Vector3, dir: Vector3, e: number): void;
-        _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
-        _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
-        _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean): void;
-        _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: number[], indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean): void;
-        _getResponse(pos: Vector3, vel: Vector3): void;
-    }
-}
-
-declare module BABYLON {
-    var CollisionWorker: string;
-    interface ICollisionCoordinator {
-        getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
-        init(scene: Scene): void;
-        destroy(): void;
-        onMeshAdded(mesh: AbstractMesh): any;
-        onMeshUpdated(mesh: AbstractMesh): any;
-        onMeshRemoved(mesh: AbstractMesh): any;
-        onGeometryAdded(geometry: Geometry): any;
-        onGeometryUpdated(geometry: Geometry): any;
-        onGeometryDeleted(geometry: Geometry): any;
-    }
-    interface SerializedMesh {
-        id: string;
-        name: string;
-        uniqueId: number;
-        geometryId: string;
-        sphereCenter: Array<number>;
-        sphereRadius: number;
-        boxMinimum: Array<number>;
-        boxMaximum: Array<number>;
-        worldMatrixFromCache: any;
-        subMeshes: Array<SerializedSubMesh>;
-        checkCollisions: boolean;
-    }
-    interface SerializedSubMesh {
-        position: number;
-        verticesStart: number;
-        verticesCount: number;
-        indexStart: number;
-        indexCount: number;
-        hasMaterial: boolean;
-        sphereCenter: Array<number>;
-        sphereRadius: number;
-        boxMinimum: Array<number>;
-        boxMaximum: Array<number>;
-    }
-    interface SerializedGeometry {
-        id: string;
-        positions: Float32Array;
-        indices: Int32Array;
-        normals: Float32Array;
-    }
-    interface BabylonMessage {
-        taskType: WorkerTaskType;
-        payload: InitPayload | CollidePayload | UpdatePayload;
-    }
-    interface SerializedColliderToWorker {
-        position: Array<number>;
-        velocity: Array<number>;
-        radius: Array<number>;
-    }
-    enum WorkerTaskType {
-        INIT = 0,
-        UPDATE = 1,
-        COLLIDE = 2,
-    }
-    interface WorkerReply {
-        error: WorkerReplyType;
-        taskType: WorkerTaskType;
-        payload?: any;
-    }
-    interface CollisionReplyPayload {
-        newPosition: Array<number>;
-        collisionId: number;
-        collidedMeshUniqueId: number;
-    }
-    interface InitPayload {
-    }
-    interface CollidePayload {
-        collisionId: number;
-        collider: SerializedColliderToWorker;
-        maximumRetry: number;
-        excludedMeshUniqueId?: number;
-    }
-    interface UpdatePayload {
-        updatedMeshes: {
-            [n: number]: SerializedMesh;
-        };
-        updatedGeometries: {
-            [s: string]: SerializedGeometry;
-        };
-        removedMeshes: Array<number>;
-        removedGeometries: Array<string>;
-    }
-    enum WorkerReplyType {
-        SUCCESS = 0,
-        UNKNOWN_ERROR = 1,
-    }
-    class CollisionCoordinatorWorker implements ICollisionCoordinator {
-        private _scene;
-        private _scaledPosition;
-        private _scaledVelocity;
-        private _collisionsCallbackArray;
-        private _init;
-        private _runningUpdated;
-        private _runningCollisionTask;
-        private _worker;
-        private _addUpdateMeshesList;
-        private _addUpdateGeometriesList;
-        private _toRemoveMeshesArray;
-        private _toRemoveGeometryArray;
-        constructor();
-        static SerializeMesh: (mesh: AbstractMesh) => SerializedMesh;
-        static SerializeGeometry: (geometry: Geometry) => SerializedGeometry;
-        getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
-        init(scene: Scene): void;
-        destroy(): void;
-        onMeshAdded(mesh: AbstractMesh): void;
-        onMeshUpdated: (mesh: AbstractMesh) => void;
-        onMeshRemoved(mesh: AbstractMesh): void;
-        onGeometryAdded(geometry: Geometry): void;
-        onGeometryUpdated: (geometry: Geometry) => void;
-        onGeometryDeleted(geometry: Geometry): void;
-        private _afterRender;
-        private _onMessageFromWorker;
-    }
-    class CollisionCoordinatorLegacy implements ICollisionCoordinator {
-        private _scene;
-        private _scaledPosition;
-        private _scaledVelocity;
-        private _finalPosition;
-        getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
-        init(scene: Scene): void;
-        destroy(): void;
-        onMeshAdded(mesh: AbstractMesh): void;
-        onMeshUpdated(mesh: AbstractMesh): void;
-        onMeshRemoved(mesh: AbstractMesh): void;
-        onGeometryAdded(geometry: Geometry): void;
-        onGeometryUpdated(geometry: Geometry): void;
-        onGeometryDeleted(geometry: Geometry): void;
-        private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
-    }
-}
-
-declare module BABYLON {
-    var WorkerIncluded: boolean;
-    class CollisionCache {
-        private _meshes;
-        private _geometries;
-        getMeshes(): {
-            [n: number]: SerializedMesh;
-        };
-        getGeometries(): {
-            [s: number]: SerializedGeometry;
-        };
-        getMesh(id: any): SerializedMesh;
-        addMesh(mesh: SerializedMesh): void;
-        getGeometry(id: string): SerializedGeometry;
-        addGeometry(geometry: SerializedGeometry): void;
-    }
-    class CollideWorker {
-        collider: Collider;
-        private _collisionCache;
-        private finalPosition;
-        private collisionsScalingMatrix;
-        private collisionTranformationMatrix;
-        constructor(collider: Collider, _collisionCache: CollisionCache, finalPosition: Vector3);
-        collideWithWorld(position: Vector3, velocity: Vector3, maximumRetry: number, excludedMeshUniqueId?: number): void;
-        private checkCollision(mesh);
-        private processCollisionsForSubMeshes(transformMatrix, mesh);
-        private collideForSubMesh(subMesh, transformMatrix, meshGeometry);
-        private checkSubmeshCollision(subMesh);
-    }
-    interface ICollisionDetector {
-        onInit(payload: InitPayload): void;
-        onUpdate(payload: UpdatePayload): void;
-        onCollision(payload: CollidePayload): void;
-    }
-    class CollisionDetectorTransferable implements ICollisionDetector {
-        private _collisionCache;
-        onInit(payload: InitPayload): void;
-        onUpdate(payload: UpdatePayload): void;
-        onCollision(payload: CollidePayload): void;
-    }
-}
-
-declare module BABYLON {
-    class IntersectionInfo {
-        bu: number;
-        bv: number;
-        distance: number;
-        faceId: number;
-        subMeshId: number;
-        constructor(bu: number, bv: number, distance: number);
-    }
-    class PickingInfo {
-        hit: boolean;
-        distance: number;
-        pickedPoint: Vector3;
-        pickedMesh: AbstractMesh;
-        bu: number;
-        bv: number;
-        faceId: number;
-        subMeshId: number;
-        getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Vector3;
-        getTextureCoordinates(): Vector2;
-    }
-}
-
-declare module BABYLON {
     class ArcRotateCamera extends TargetCamera {
         alpha: number;
         beta: number;
@@ -2154,81 +1914,240 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class Layer {
-        name: string;
-        texture: Texture;
-        isBackground: boolean;
-        color: Color4;
-        onDispose: () => void;
-        private _scene;
-        private _vertexDeclaration;
-        private _vertexStrideSize;
-        private _vertexBuffer;
-        private _indexBuffer;
-        private _effect;
-        constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
-        render(): void;
-        dispose(): void;
+    class Collider {
+        radius: Vector3;
+        retry: number;
+        velocity: Vector3;
+        basePoint: Vector3;
+        epsilon: number;
+        collisionFound: boolean;
+        velocityWorldLength: number;
+        basePointWorld: Vector3;
+        velocityWorld: Vector3;
+        normalizedVelocity: Vector3;
+        initialVelocity: Vector3;
+        initialPosition: Vector3;
+        nearestDistance: number;
+        intersectionPoint: Vector3;
+        collidedMesh: AbstractMesh;
+        private _collisionPoint;
+        private _planeIntersectionPoint;
+        private _tempVector;
+        private _tempVector2;
+        private _tempVector3;
+        private _tempVector4;
+        private _edge;
+        private _baseToVertex;
+        private _destinationPoint;
+        private _slidePlaneNormal;
+        private _displacementVector;
+        _initialize(source: Vector3, dir: Vector3, e: number): void;
+        _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
+        _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
+        _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean): void;
+        _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: number[], indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean): void;
+        _getResponse(pos: Vector3, vel: Vector3): 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;
-        _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;
+    var CollisionWorker: string;
+    interface ICollisionCoordinator {
+        getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
+        init(scene: Scene): void;
+        destroy(): void;
+        onMeshAdded(mesh: AbstractMesh): any;
+        onMeshUpdated(mesh: AbstractMesh): any;
+        onMeshRemoved(mesh: AbstractMesh): any;
+        onGeometryAdded(geometry: Geometry): any;
+        onGeometryUpdated(geometry: Geometry): any;
+        onGeometryDeleted(geometry: Geometry): any;
+    }
+    interface SerializedMesh {
+        id: string;
+        name: string;
+        uniqueId: number;
+        geometryId: string;
+        sphereCenter: Array<number>;
+        sphereRadius: number;
+        boxMinimum: Array<number>;
+        boxMaximum: Array<number>;
+        worldMatrixFromCache: any;
+        subMeshes: Array<SerializedSubMesh>;
+        checkCollisions: boolean;
+    }
+    interface SerializedSubMesh {
+        position: number;
+        verticesStart: number;
+        verticesCount: number;
+        indexStart: number;
+        indexCount: number;
+        hasMaterial: boolean;
+        sphereCenter: Array<number>;
+        sphereRadius: number;
+        boxMinimum: Array<number>;
+        boxMaximum: Array<number>;
+    }
+    interface SerializedGeometry {
+        id: string;
+        positions: Float32Array;
+        indices: Int32Array;
+        normals: Float32Array;
+    }
+    interface BabylonMessage {
+        taskType: WorkerTaskType;
+        payload: InitPayload | CollidePayload | UpdatePayload;
+    }
+    interface SerializedColliderToWorker {
+        position: Array<number>;
+        velocity: Array<number>;
+        radius: Array<number>;
+    }
+    enum WorkerTaskType {
+        INIT = 0,
+        UPDATE = 1,
+        COLLIDE = 2,
+    }
+    interface WorkerReply {
+        error: WorkerReplyType;
+        taskType: WorkerTaskType;
+        payload?: any;
+    }
+    interface CollisionReplyPayload {
+        newPosition: Array<number>;
+        collisionId: number;
+        collidedMeshUniqueId: number;
+    }
+    interface InitPayload {
+    }
+    interface CollidePayload {
+        collisionId: number;
+        collider: SerializedColliderToWorker;
+        maximumRetry: number;
+        excludedMeshUniqueId?: number;
+    }
+    interface UpdatePayload {
+        updatedMeshes: {
+            [n: number]: SerializedMesh;
+        };
+        updatedGeometries: {
+            [s: string]: SerializedGeometry;
+        };
+        removedMeshes: Array<number>;
+        removedGeometries: Array<string>;
+    }
+    enum WorkerReplyType {
+        SUCCESS = 0,
+        UNKNOWN_ERROR = 1,
+    }
+    class CollisionCoordinatorWorker implements ICollisionCoordinator {
+        private _scene;
+        private _scaledPosition;
+        private _scaledVelocity;
+        private _collisionsCallbackArray;
+        private _init;
+        private _runningUpdated;
+        private _runningCollisionTask;
+        private _worker;
+        private _addUpdateMeshesList;
+        private _addUpdateGeometriesList;
+        private _toRemoveMeshesArray;
+        private _toRemoveGeometryArray;
+        constructor();
+        static SerializeMesh: (mesh: AbstractMesh) => SerializedMesh;
+        static SerializeGeometry: (geometry: Geometry) => SerializedGeometry;
+        getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
+        init(scene: Scene): void;
+        destroy(): void;
+        onMeshAdded(mesh: AbstractMesh): void;
+        onMeshUpdated: (mesh: AbstractMesh) => void;
+        onMeshRemoved(mesh: AbstractMesh): void;
+        onGeometryAdded(geometry: Geometry): void;
+        onGeometryUpdated: (geometry: Geometry) => void;
+        onGeometryDeleted(geometry: Geometry): void;
+        private _afterRender;
+        private _onMessageFromWorker;
+    }
+    class CollisionCoordinatorLegacy implements ICollisionCoordinator {
+        private _scene;
+        private _scaledPosition;
+        private _scaledVelocity;
+        private _finalPosition;
+        getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
+        init(scene: Scene): void;
+        destroy(): void;
+        onMeshAdded(mesh: AbstractMesh): void;
+        onMeshUpdated(mesh: AbstractMesh): void;
+        onMeshRemoved(mesh: AbstractMesh): void;
+        onGeometryAdded(geometry: Geometry): void;
+        onGeometryUpdated(geometry: Geometry): void;
+        onGeometryDeleted(geometry: Geometry): void;
+        private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
     }
 }
 
 declare module BABYLON {
-    class BoundingInfo {
-        minimum: Vector3;
-        maximum: Vector3;
-        boundingBox: BoundingBox;
-        boundingSphere: BoundingSphere;
-        constructor(minimum: Vector3, maximum: Vector3);
-        _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;
+    var WorkerIncluded: boolean;
+    class CollisionCache {
+        private _meshes;
+        private _geometries;
+        getMeshes(): {
+            [n: number]: SerializedMesh;
+        };
+        getGeometries(): {
+            [s: number]: SerializedGeometry;
+        };
+        getMesh(id: any): SerializedMesh;
+        addMesh(mesh: SerializedMesh): void;
+        getGeometry(id: string): SerializedGeometry;
+        addGeometry(geometry: SerializedGeometry): void;
+    }
+    class CollideWorker {
+        collider: Collider;
+        private _collisionCache;
+        private finalPosition;
+        private collisionsScalingMatrix;
+        private collisionTranformationMatrix;
+        constructor(collider: Collider, _collisionCache: CollisionCache, finalPosition: Vector3);
+        collideWithWorld(position: Vector3, velocity: Vector3, maximumRetry: number, excludedMeshUniqueId?: number): void;
+        private checkCollision(mesh);
+        private processCollisionsForSubMeshes(transformMatrix, mesh);
+        private collideForSubMesh(subMesh, transformMatrix, meshGeometry);
+        private checkSubmeshCollision(subMesh);
+    }
+    interface ICollisionDetector {
+        onInit(payload: InitPayload): void;
+        onUpdate(payload: UpdatePayload): void;
+        onCollision(payload: CollidePayload): void;
+    }
+    class CollisionDetectorTransferable implements ICollisionDetector {
+        private _collisionCache;
+        onInit(payload: InitPayload): void;
+        onUpdate(payload: UpdatePayload): void;
+        onCollision(payload: CollidePayload): void;
     }
 }
 
 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;
+    class IntersectionInfo {
+        bu: number;
+        bv: number;
+        distance: number;
+        faceId: number;
+        subMeshId: number;
+        constructor(bu: number, bv: number, distance: number);
+    }
+    class PickingInfo {
+        hit: boolean;
+        distance: number;
+        pickedPoint: Vector3;
+        pickedMesh: AbstractMesh;
+        bu: number;
+        bv: number;
+        faceId: number;
+        subMeshId: number;
+        getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Vector3;
+        getTextureCoordinates(): Vector2;
     }
 }
 
@@ -2289,6 +2208,85 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class Layer {
+        name: string;
+        texture: Texture;
+        isBackground: boolean;
+        color: Color4;
+        onDispose: () => void;
+        private _scene;
+        private _vertexDeclaration;
+        private _vertexStrideSize;
+        private _vertexBuffer;
+        private _indexBuffer;
+        private _effect;
+        constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
+        render(): void;
+        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;
+        _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;
+        constructor(minimum: Vector3, maximum: Vector3);
+        _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 LensFlare {
         size: number;
         position: number;
@@ -2705,6 +2703,57 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    interface IPhysicsEnginePlugin {
+        initialize(iterations?: number): any;
+        setGravity(gravity: Vector3): void;
+        runOneStep(delta: number): void;
+        registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
+        registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
+        unregisterMesh(mesh: AbstractMesh): any;
+        applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
+        createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
+        dispose(): void;
+        isSupported(): boolean;
+        updateBodyPosition(mesh: AbstractMesh): void;
+    }
+    interface PhysicsBodyCreationOptions {
+        mass: number;
+        friction: number;
+        restitution: number;
+    }
+    interface PhysicsCompoundBodyPart {
+        mesh: Mesh;
+        impostor: number;
+    }
+    class PhysicsEngine {
+        gravity: Vector3;
+        private _currentPlugin;
+        constructor(plugin?: IPhysicsEnginePlugin);
+        _initialize(gravity?: Vector3): void;
+        _runOneStep(delta: number): void;
+        _setGravity(gravity: Vector3): void;
+        _registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
+        _registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
+        _unregisterMesh(mesh: AbstractMesh): void;
+        _applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
+        _createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
+        _updateBodyPosition(mesh: AbstractMesh): void;
+        dispose(): void;
+        isSupported(): boolean;
+        static NoImpostor: number;
+        static SphereImpostor: number;
+        static BoxImpostor: number;
+        static PlaneImpostor: number;
+        static MeshImpostor: number;
+        static CapsuleImpostor: number;
+        static ConeImpostor: number;
+        static CylinderImpostor: number;
+        static ConvexHullImpostor: number;
+        static Epsilon: number;
+    }
+}
+
+declare module BABYLON {
     class Color3 {
         r: number;
         g: number;
@@ -4306,57 +4355,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    interface IPhysicsEnginePlugin {
-        initialize(iterations?: number): any;
-        setGravity(gravity: Vector3): void;
-        runOneStep(delta: number): void;
-        registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
-        registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
-        unregisterMesh(mesh: AbstractMesh): any;
-        applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
-        createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
-        dispose(): void;
-        isSupported(): boolean;
-        updateBodyPosition(mesh: AbstractMesh): void;
-    }
-    interface PhysicsBodyCreationOptions {
-        mass: number;
-        friction: number;
-        restitution: number;
-    }
-    interface PhysicsCompoundBodyPart {
-        mesh: Mesh;
-        impostor: number;
-    }
-    class PhysicsEngine {
-        gravity: Vector3;
-        private _currentPlugin;
-        constructor(plugin?: IPhysicsEnginePlugin);
-        _initialize(gravity?: Vector3): void;
-        _runOneStep(delta: number): void;
-        _setGravity(gravity: Vector3): void;
-        _registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
-        _registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
-        _unregisterMesh(mesh: AbstractMesh): void;
-        _applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
-        _createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
-        _updateBodyPosition(mesh: AbstractMesh): void;
-        dispose(): void;
-        isSupported(): boolean;
-        static NoImpostor: number;
-        static SphereImpostor: number;
-        static BoxImpostor: number;
-        static PlaneImpostor: number;
-        static MeshImpostor: number;
-        static CapsuleImpostor: number;
-        static ConeImpostor: number;
-        static CylinderImpostor: number;
-        static ConvexHullImpostor: number;
-        static Epsilon: number;
-    }
-}
-
-declare module BABYLON {
     class AnaglyphPostProcess extends PostProcess {
         constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
     }
@@ -4910,64 +4908,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class Sprite {
-        name: string;
-        position: Vector3;
-        color: Color4;
-        width: number;
-        height: number;
-        angle: number;
-        cellIndex: number;
-        invertU: number;
-        invertV: number;
-        disposeWhenFinishedAnimating: boolean;
-        animations: Animation[];
-        private _animationStarted;
-        private _loopAnimation;
-        private _fromIndex;
-        private _toIndex;
-        private _delay;
-        private _direction;
-        private _frameCount;
-        private _manager;
-        private _time;
-        size: number;
-        constructor(name: string, manager: SpriteManager);
-        playAnimation(from: number, to: number, loop: boolean, delay: number): void;
-        stopAnimation(): void;
-        _animate(deltaTime: number): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class SpriteManager {
-        name: string;
-        cellSize: number;
-        sprites: Sprite[];
-        renderingGroupId: number;
-        layerMask: number;
-        onDispose: () => void;
-        fogEnabled: boolean;
-        private _capacity;
-        private _spriteTexture;
-        private _epsilon;
-        private _scene;
-        private _vertexDeclaration;
-        private _vertexStrideSize;
-        private _vertexBuffer;
-        private _indexBuffer;
-        private _vertices;
-        private _effectBase;
-        private _effectFog;
-        constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon?: number, samplingMode?: number);
-        private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
-        render(): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     class BoundingBoxRenderer {
         frontColor: Color3;
         backColor: Color3;
@@ -5069,6 +5009,64 @@ declare module BABYLON {
     }
 }
 
+declare module BABYLON {
+    class Sprite {
+        name: string;
+        position: Vector3;
+        color: Color4;
+        width: number;
+        height: number;
+        angle: number;
+        cellIndex: number;
+        invertU: number;
+        invertV: number;
+        disposeWhenFinishedAnimating: boolean;
+        animations: Animation[];
+        private _animationStarted;
+        private _loopAnimation;
+        private _fromIndex;
+        private _toIndex;
+        private _delay;
+        private _direction;
+        private _frameCount;
+        private _manager;
+        private _time;
+        size: number;
+        constructor(name: string, manager: SpriteManager);
+        playAnimation(from: number, to: number, loop: boolean, delay: number): void;
+        stopAnimation(): void;
+        _animate(deltaTime: number): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class SpriteManager {
+        name: string;
+        cellSize: number;
+        sprites: Sprite[];
+        renderingGroupId: number;
+        layerMask: number;
+        onDispose: () => void;
+        fogEnabled: boolean;
+        private _capacity;
+        private _spriteTexture;
+        private _epsilon;
+        private _scene;
+        private _vertexDeclaration;
+        private _vertexStrideSize;
+        private _vertexBuffer;
+        private _indexBuffer;
+        private _vertices;
+        private _effectBase;
+        private _effectFog;
+        constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon?: number, samplingMode?: number);
+        private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
+        render(): void;
+        dispose(): void;
+    }
+}
+
 declare module BABYLON.Internals {
     class AndOrNotEvaluator {
         static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
@@ -5349,6 +5347,28 @@ interface Navigator {
 }
 
 declare module BABYLON {
+    interface ILoadingScreen {
+        displayLoadingUI: () => void;
+        hideLoadingUI: () => void;
+        loadingUIBackgroundColor: string;
+        loadingUIText: string;
+    }
+    class DefaultLoadingScreen implements ILoadingScreen {
+        private _renderingCanvas;
+        private _loadingText;
+        private _loadingDivBackgroundColor;
+        private _loadingDiv;
+        private _loadingTextDiv;
+        constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
+        displayLoadingUI(): void;
+        hideLoadingUI(): void;
+        loadingUIText: string;
+        loadingUIBackgroundColor: string;
+        private _resizeLoadingUI;
+    }
+}
+
+declare module BABYLON {
     class SceneOptimization {
         priority: number;
         apply: (scene: Scene) => boolean;

文件差异内容过多而无法显示
+ 21 - 20
dist/preview release/babylon.js


文件差异内容过多而无法显示
+ 151 - 102
dist/preview release/babylon.max.js


文件差异内容过多而无法显示
+ 23 - 22
dist/preview release/babylon.noworker.js


+ 2 - 2
src/Shaders/default.fragment.fx

@@ -824,11 +824,11 @@ void main(void) {
 
 	if (lightmapIllum > vLightmapInfos.z)
 	{
-		color.rgb += lightmapColor;
+		color.rgb += vec3(lightmapIllum, lightmapIllum, lightmapIllum);
 	}
 	else
 	{
-		color.rgb *= lightmapColor;
+		color.rgb *= lightmapIllum;
 	}
 #endif
 

+ 8 - 8
src/babylon.scene.js

@@ -1285,14 +1285,6 @@ var BABYLON;
             if (!this.simplificationQueue.running) {
                 this.simplificationQueue.executeNext();
             }
-            // Before render
-            if (this.beforeRender) {
-                this.beforeRender();
-            }
-            var callbackIndex;
-            for (callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
-                this._onBeforeRenderCallbacks[callbackIndex]();
-            }
             // Animations
             var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
             this._animationRatio = deltaTime * (60.0 / 1000.0);
@@ -1303,6 +1295,14 @@ var BABYLON;
                 this._physicsEngine._runOneStep(deltaTime / 1000.0);
                 BABYLON.Tools.EndPerformanceCounter("Physics");
             }
+            // Before render
+            if (this.beforeRender) {
+                this.beforeRender();
+            }
+            var callbackIndex;
+            for (callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
+                this._onBeforeRenderCallbacks[callbackIndex]();
+            }
             // Customs render targets
             var beforeRenderTargetDate = BABYLON.Tools.Now;
             var engine = this.getEngine();

+ 9 - 9
src/babylon.scene.ts

@@ -1636,15 +1636,6 @@
                 this.simplificationQueue.executeNext();
             }
 
-            // Before render
-            if (this.beforeRender) {
-                this.beforeRender();
-            }
-            var callbackIndex: number;
-            for (callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
-                this._onBeforeRenderCallbacks[callbackIndex]();
-            }
-
             // Animations
             var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
             this._animationRatio = deltaTime * (60.0 / 1000.0);
@@ -1657,6 +1648,15 @@
                 Tools.EndPerformanceCounter("Physics");
             }
 
+            // Before render
+            if (this.beforeRender) {
+                this.beforeRender();
+            }
+            var callbackIndex: number;
+            for (callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
+                this._onBeforeRenderCallbacks[callbackIndex]();
+            }
+
             // Customs render targets
             var beforeRenderTargetDate = Tools.Now;
             var engine = this.getEngine();