David Catuhe 8 vuotta sitten
vanhempi
commit
46c6654e57

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 10 - 10
dist/preview release/babylon.core.js


+ 359 - 357
dist/preview release/babylon.d.ts

@@ -2304,188 +2304,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class Analyser {
-        SMOOTHING: number;
-        FFT_SIZE: number;
-        BARGRAPHAMPLITUDE: number;
-        DEBUGCANVASPOS: {
-            x: number;
-            y: number;
-        };
-        DEBUGCANVASSIZE: {
-            width: number;
-            height: number;
-        };
-        private _byteFreqs;
-        private _byteTime;
-        private _floatFreqs;
-        private _webAudioAnalyser;
-        private _debugCanvas;
-        private _debugCanvasContext;
-        private _scene;
-        private _registerFunc;
-        private _audioEngine;
-        constructor(scene: Scene);
-        getFrequencyBinCount(): number;
-        getByteFrequencyData(): Uint8Array;
-        getByteTimeDomainData(): Uint8Array;
-        getFloatFrequencyData(): Uint8Array;
-        drawDebugCanvas(): void;
-        stopDebugCanvas(): void;
-        connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class AudioEngine {
-        private _audioContext;
-        private _audioContextInitialized;
-        canUseWebAudio: boolean;
-        masterGain: GainNode;
-        private _connectedAnalyser;
-        WarnedWebAudioUnsupported: boolean;
-        unlocked: boolean;
-        onAudioUnlocked: () => any;
-        isMP3supported: boolean;
-        isOGGsupported: boolean;
-        readonly audioContext: AudioContext;
-        constructor();
-        private _unlockiOSaudio();
-        private _initializeAudioContext();
-        dispose(): void;
-        getGlobalVolume(): number;
-        setGlobalVolume(newVolume: number): void;
-        connectToAnalyser(analyser: Analyser): void;
-    }
-}
-
-declare module BABYLON {
-    class Sound {
-        name: string;
-        autoplay: boolean;
-        loop: boolean;
-        useCustomAttenuation: boolean;
-        soundTrackId: number;
-        spatialSound: boolean;
-        refDistance: number;
-        rolloffFactor: number;
-        maxDistance: number;
-        distanceModel: string;
-        private _panningModel;
-        onended: () => any;
-        private _playbackRate;
-        private _streaming;
-        private _startTime;
-        private _startOffset;
-        private _position;
-        private _localDirection;
-        private _volume;
-        private _isLoaded;
-        private _isReadyToPlay;
-        isPlaying: boolean;
-        isPaused: boolean;
-        private _isDirectional;
-        private _readyToPlayCallback;
-        private _audioBuffer;
-        private _soundSource;
-        private _streamingSource;
-        private _soundPanner;
-        private _soundGain;
-        private _inputAudioNode;
-        private _ouputAudioNode;
-        private _coneInnerAngle;
-        private _coneOuterAngle;
-        private _coneOuterGain;
-        private _scene;
-        private _connectedMesh;
-        private _customAttenuationFunction;
-        private _registerFunc;
-        private _isOutputConnected;
-        private _htmlAudioElement;
-        private _urlType;
-        /**
-        * Create a sound and attach it to a scene
-        * @param name Name of your sound
-        * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
-        * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
-        * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
-        */
-        constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
-        dispose(): void;
-        isReady(): boolean;
-        private _soundLoaded(audioData);
-        setAudioBuffer(audioBuffer: AudioBuffer): void;
-        updateOptions(options: any): void;
-        private _createSpatialParameters();
-        private _updateSpatialParameters();
-        switchPanningModelToHRTF(): void;
-        switchPanningModelToEqualPower(): void;
-        private _switchPanningModel();
-        connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
-        /**
-        * Transform this sound into a directional source
-        * @param coneInnerAngle Size of the inner cone in degree
-        * @param coneOuterAngle Size of the outer cone in degree
-        * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
-        */
-        setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
-        setPosition(newPosition: Vector3): void;
-        setLocalDirectionToMesh(newLocalDirection: Vector3): void;
-        private _updateDirection();
-        updateDistanceFromListener(): void;
-        setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
-        /**
-        * Play the sound
-        * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
-        * @param offset (optional) Start the sound setting it at a specific time
-        */
-        play(time?: number, offset?: number): void;
-        private _onended();
-        /**
-        * Stop the sound
-        * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
-        */
-        stop(time?: number): void;
-        pause(): void;
-        setVolume(newVolume: number, time?: number): void;
-        setPlaybackRate(newPlaybackRate: number): void;
-        getVolume(): number;
-        attachToMesh(meshToConnectTo: AbstractMesh): void;
-        detachFromMesh(): void;
-        private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
-        clone(): Sound;
-        getAudioBuffer(): AudioBuffer;
-        serialize(): any;
-        static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
-    }
-}
-
-declare module BABYLON {
-    class SoundTrack {
-        private _outputAudioNode;
-        private _inputAudioNode;
-        private _trackConvolver;
-        private _scene;
-        id: number;
-        soundCollection: Array<Sound>;
-        private _isMainTrack;
-        private _connectedAnalyser;
-        private _options;
-        private _isInitialized;
-        constructor(scene: Scene, options?: any);
-        private _initializeSoundTrackAudioGraph();
-        dispose(): void;
-        AddSound(sound: Sound): void;
-        RemoveSound(sound: Sound): void;
-        setVolume(newVolume: number): void;
-        switchPanningModelToHRTF(): void;
-        switchPanningModelToEqualPower(): void;
-        connectToAnalyser(analyser: Analyser): void;
-    }
-}
-
-declare module BABYLON {
     class Animatable {
         target: any;
         fromFrame: number;
@@ -2713,6 +2531,188 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class Analyser {
+        SMOOTHING: number;
+        FFT_SIZE: number;
+        BARGRAPHAMPLITUDE: number;
+        DEBUGCANVASPOS: {
+            x: number;
+            y: number;
+        };
+        DEBUGCANVASSIZE: {
+            width: number;
+            height: number;
+        };
+        private _byteFreqs;
+        private _byteTime;
+        private _floatFreqs;
+        private _webAudioAnalyser;
+        private _debugCanvas;
+        private _debugCanvasContext;
+        private _scene;
+        private _registerFunc;
+        private _audioEngine;
+        constructor(scene: Scene);
+        getFrequencyBinCount(): number;
+        getByteFrequencyData(): Uint8Array;
+        getByteTimeDomainData(): Uint8Array;
+        getFloatFrequencyData(): Uint8Array;
+        drawDebugCanvas(): void;
+        stopDebugCanvas(): void;
+        connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class AudioEngine {
+        private _audioContext;
+        private _audioContextInitialized;
+        canUseWebAudio: boolean;
+        masterGain: GainNode;
+        private _connectedAnalyser;
+        WarnedWebAudioUnsupported: boolean;
+        unlocked: boolean;
+        onAudioUnlocked: () => any;
+        isMP3supported: boolean;
+        isOGGsupported: boolean;
+        readonly audioContext: AudioContext;
+        constructor();
+        private _unlockiOSaudio();
+        private _initializeAudioContext();
+        dispose(): void;
+        getGlobalVolume(): number;
+        setGlobalVolume(newVolume: number): void;
+        connectToAnalyser(analyser: Analyser): void;
+    }
+}
+
+declare module BABYLON {
+    class Sound {
+        name: string;
+        autoplay: boolean;
+        loop: boolean;
+        useCustomAttenuation: boolean;
+        soundTrackId: number;
+        spatialSound: boolean;
+        refDistance: number;
+        rolloffFactor: number;
+        maxDistance: number;
+        distanceModel: string;
+        private _panningModel;
+        onended: () => any;
+        private _playbackRate;
+        private _streaming;
+        private _startTime;
+        private _startOffset;
+        private _position;
+        private _localDirection;
+        private _volume;
+        private _isLoaded;
+        private _isReadyToPlay;
+        isPlaying: boolean;
+        isPaused: boolean;
+        private _isDirectional;
+        private _readyToPlayCallback;
+        private _audioBuffer;
+        private _soundSource;
+        private _streamingSource;
+        private _soundPanner;
+        private _soundGain;
+        private _inputAudioNode;
+        private _ouputAudioNode;
+        private _coneInnerAngle;
+        private _coneOuterAngle;
+        private _coneOuterGain;
+        private _scene;
+        private _connectedMesh;
+        private _customAttenuationFunction;
+        private _registerFunc;
+        private _isOutputConnected;
+        private _htmlAudioElement;
+        private _urlType;
+        /**
+        * Create a sound and attach it to a scene
+        * @param name Name of your sound
+        * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
+        * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
+        * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
+        */
+        constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
+        dispose(): void;
+        isReady(): boolean;
+        private _soundLoaded(audioData);
+        setAudioBuffer(audioBuffer: AudioBuffer): void;
+        updateOptions(options: any): void;
+        private _createSpatialParameters();
+        private _updateSpatialParameters();
+        switchPanningModelToHRTF(): void;
+        switchPanningModelToEqualPower(): void;
+        private _switchPanningModel();
+        connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
+        /**
+        * Transform this sound into a directional source
+        * @param coneInnerAngle Size of the inner cone in degree
+        * @param coneOuterAngle Size of the outer cone in degree
+        * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
+        */
+        setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
+        setPosition(newPosition: Vector3): void;
+        setLocalDirectionToMesh(newLocalDirection: Vector3): void;
+        private _updateDirection();
+        updateDistanceFromListener(): void;
+        setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
+        /**
+        * Play the sound
+        * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
+        * @param offset (optional) Start the sound setting it at a specific time
+        */
+        play(time?: number, offset?: number): void;
+        private _onended();
+        /**
+        * Stop the sound
+        * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
+        */
+        stop(time?: number): void;
+        pause(): void;
+        setVolume(newVolume: number, time?: number): void;
+        setPlaybackRate(newPlaybackRate: number): void;
+        getVolume(): number;
+        attachToMesh(meshToConnectTo: AbstractMesh): void;
+        detachFromMesh(): void;
+        private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
+        clone(): Sound;
+        getAudioBuffer(): AudioBuffer;
+        serialize(): any;
+        static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
+    }
+}
+
+declare module BABYLON {
+    class SoundTrack {
+        private _outputAudioNode;
+        private _inputAudioNode;
+        private _trackConvolver;
+        private _scene;
+        id: number;
+        soundCollection: Array<Sound>;
+        private _isMainTrack;
+        private _connectedAnalyser;
+        private _options;
+        private _isInitialized;
+        constructor(scene: Scene, options?: any);
+        private _initializeSoundTrackAudioGraph();
+        dispose(): void;
+        AddSound(sound: Sound): void;
+        RemoveSound(sound: Sound): void;
+        setVolume(newVolume: number): void;
+        switchPanningModelToHRTF(): void;
+        switchPanningModelToEqualPower(): void;
+        connectToAnalyser(analyser: Analyser): void;
+    }
+}
+
+declare module BABYLON {
     class Bone extends Node {
         name: string;
         private static _tmpVecs;
@@ -4107,6 +4107,51 @@ declare module BABYLON.Debug {
 }
 
 declare module BABYLON {
+    class LensFlare {
+        size: number;
+        position: number;
+        color: Color3;
+        texture: Texture;
+        alphaMode: number;
+        private _system;
+        constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
+        dispose: () => void;
+    }
+}
+
+declare module BABYLON {
+    class LensFlareSystem {
+        name: string;
+        lensFlares: LensFlare[];
+        borderLimit: number;
+        viewportBorder: number;
+        meshesSelectionPredicate: (mesh: Mesh) => boolean;
+        layerMask: number;
+        id: string;
+        private _scene;
+        private _emitter;
+        private _vertexBuffers;
+        private _indexBuffer;
+        private _effect;
+        private _positionX;
+        private _positionY;
+        private _isEnabled;
+        constructor(name: string, emitter: any, scene: Scene);
+        isEnabled: boolean;
+        getScene(): Scene;
+        getEmitter(): any;
+        setEmitter(newEmitter: any): void;
+        getEmitterPosition(): Vector3;
+        computeEffectivePosition(globalViewport: Viewport): boolean;
+        _isVisible(): boolean;
+        render(): boolean;
+        dispose(): void;
+        static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
+        serialize(): any;
+    }
+}
+
+declare module BABYLON {
     /**
      * Highlight layer options. This helps customizing the behaviour
      * of the highlight layer.
@@ -4351,58 +4396,13 @@ declare module BABYLON {
         /**
         * An event triggered after rendering the scene
         * @type {BABYLON.Observable}
-        */
-        onAfterRenderObservable: Observable<Layer>;
-        private _onAfterRenderObserver;
-        onAfterRender: () => void;
-        constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
-        render(): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class LensFlare {
-        size: number;
-        position: number;
-        color: Color3;
-        texture: Texture;
-        alphaMode: number;
-        private _system;
-        constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
-        dispose: () => void;
-    }
-}
-
-declare module BABYLON {
-    class LensFlareSystem {
-        name: string;
-        lensFlares: LensFlare[];
-        borderLimit: number;
-        viewportBorder: number;
-        meshesSelectionPredicate: (mesh: Mesh) => boolean;
-        layerMask: number;
-        id: string;
-        private _scene;
-        private _emitter;
-        private _vertexBuffers;
-        private _indexBuffer;
-        private _effect;
-        private _positionX;
-        private _positionY;
-        private _isEnabled;
-        constructor(name: string, emitter: any, scene: Scene);
-        isEnabled: boolean;
-        getScene(): Scene;
-        getEmitter(): any;
-        setEmitter(newEmitter: any): void;
-        getEmitterPosition(): Vector3;
-        computeEffectivePosition(globalViewport: Viewport): boolean;
-        _isVisible(): boolean;
-        render(): boolean;
+        */
+        onAfterRenderObservable: Observable<Layer>;
+        private _onAfterRenderObserver;
+        onAfterRender: () => void;
+        constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
+        render(): void;
         dispose(): void;
-        static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
-        serialize(): any;
     }
 }
 
@@ -5198,6 +5198,8 @@ declare module BABYLON {
         _areTexturesDirty: boolean;
         _areFresnelDirty: boolean;
         _areMiscDirty: boolean;
+        _normals: boolean;
+        _uvs: boolean;
         _needNormals: boolean;
         _needUVs: boolean;
         readonly isDirty: boolean;
@@ -7978,6 +7980,60 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class MorphTarget {
+        name: string;
+        private _positions;
+        private _normals;
+        private _influence;
+        onInfluenceChanged: Observable<boolean>;
+        influence: number;
+        constructor(name: string, influence?: number);
+        readonly hasNormals: boolean;
+        setPositions(data: Float32Array | number[]): void;
+        getPositions(): Float32Array;
+        setNormals(data: Float32Array | number[]): void;
+        getNormals(): Float32Array;
+        /**
+         * Serializes the current target into a Serialization object.
+         * Returns the serialized object.
+         */
+        serialize(): any;
+        static Parse(serializationObject: any): MorphTarget;
+        static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
+    }
+}
+
+declare module BABYLON {
+    class MorphTargetManager {
+        private _targets;
+        private _targetObservable;
+        private _activeTargets;
+        private _scene;
+        private _influences;
+        private _supportsNormals;
+        private _vertexCount;
+        private _uniqueId;
+        constructor(scene?: Scene);
+        readonly uniqueId: number;
+        readonly vertexCount: number;
+        readonly supportsNormals: boolean;
+        readonly numInfluencers: number;
+        readonly influences: Float32Array;
+        getActiveTarget(index: number): MorphTarget;
+        addTarget(target: MorphTarget): void;
+        removeTarget(target: MorphTarget): void;
+        /**
+         * Serializes the current manager into a Serialization object.
+         * Returns the serialized object.
+         */
+        serialize(): any;
+        private _onInfluenceChanged(needUpdate);
+        private _syncActiveTargets(needUpdate);
+        static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
+    }
+}
+
+declare module BABYLON {
     class AbstractMesh extends Node implements IDisposable, ICullable {
         private static _BILLBOARDMODE_NONE;
         private static _BILLBOARDMODE_X;
@@ -11074,60 +11130,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class MorphTarget {
-        name: string;
-        private _positions;
-        private _normals;
-        private _influence;
-        onInfluenceChanged: Observable<boolean>;
-        influence: number;
-        constructor(name: string, influence?: number);
-        readonly hasNormals: boolean;
-        setPositions(data: Float32Array | number[]): void;
-        getPositions(): Float32Array;
-        setNormals(data: Float32Array | number[]): void;
-        getNormals(): Float32Array;
-        /**
-         * Serializes the current target into a Serialization object.
-         * Returns the serialized object.
-         */
-        serialize(): any;
-        static Parse(serializationObject: any): MorphTarget;
-        static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
-    }
-}
-
-declare module BABYLON {
-    class MorphTargetManager {
-        private _targets;
-        private _targetObservable;
-        private _activeTargets;
-        private _scene;
-        private _influences;
-        private _supportsNormals;
-        private _vertexCount;
-        private _uniqueId;
-        constructor(scene?: Scene);
-        readonly uniqueId: number;
-        readonly vertexCount: number;
-        readonly supportsNormals: boolean;
-        readonly numInfluencers: number;
-        readonly influences: Float32Array;
-        getActiveTarget(index: number): MorphTarget;
-        addTarget(target: MorphTarget): void;
-        removeTarget(target: MorphTarget): void;
-        /**
-         * Serializes the current manager into a Serialization object.
-         * Returns the serialized object.
-         */
-        serialize(): any;
-        private _onInfluenceChanged(needUpdate);
-        private _syncActiveTargets(needUpdate);
-        static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
-    }
-}
-
-declare module BABYLON {
     class Particle {
         position: Vector3;
         direction: Vector3;
@@ -12877,76 +12879,6 @@ 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[];
-        isPickable: boolean;
-        actionManager: ActionManager;
-        private _animationStarted;
-        private _loopAnimation;
-        private _fromIndex;
-        private _toIndex;
-        private _delay;
-        private _direction;
-        private _frameCount;
-        private _manager;
-        private _time;
-        private _onAnimationEnd;
-        size: number;
-        constructor(name: string, manager: SpriteManager);
-        playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
-        stopAnimation(): void;
-        _animate(deltaTime: number): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class SpriteManager {
-        name: string;
-        sprites: Sprite[];
-        renderingGroupId: number;
-        layerMask: number;
-        fogEnabled: boolean;
-        isPickable: boolean;
-        cellWidth: number;
-        cellHeight: number;
-        /**
-        * An event triggered when the manager is disposed.
-        * @type {BABYLON.Observable}
-        */
-        onDisposeObservable: Observable<SpriteManager>;
-        private _onDisposeObserver;
-        onDispose: () => void;
-        private _capacity;
-        private _spriteTexture;
-        private _epsilon;
-        private _scene;
-        private _vertexData;
-        private _buffer;
-        private _vertexBuffers;
-        private _indexBuffer;
-        private _effectBase;
-        private _effectFog;
-        texture: Texture;
-        constructor(name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
-        private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
-        intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): PickingInfo;
-        render(): void;
-        dispose(): void;
-    }
-}
-
 declare module BABYLON.Internals {
     class _AlphaState {
         private _isAlphaBlendDirty;
@@ -13024,6 +12956,76 @@ declare module BABYLON.Internals {
     }
 }
 
+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[];
+        isPickable: boolean;
+        actionManager: ActionManager;
+        private _animationStarted;
+        private _loopAnimation;
+        private _fromIndex;
+        private _toIndex;
+        private _delay;
+        private _direction;
+        private _frameCount;
+        private _manager;
+        private _time;
+        private _onAnimationEnd;
+        size: number;
+        constructor(name: string, manager: SpriteManager);
+        playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
+        stopAnimation(): void;
+        _animate(deltaTime: number): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class SpriteManager {
+        name: string;
+        sprites: Sprite[];
+        renderingGroupId: number;
+        layerMask: number;
+        fogEnabled: boolean;
+        isPickable: boolean;
+        cellWidth: number;
+        cellHeight: number;
+        /**
+        * An event triggered when the manager is disposed.
+        * @type {BABYLON.Observable}
+        */
+        onDisposeObservable: Observable<SpriteManager>;
+        private _onDisposeObserver;
+        onDispose: () => void;
+        private _capacity;
+        private _spriteTexture;
+        private _epsilon;
+        private _scene;
+        private _vertexData;
+        private _buffer;
+        private _vertexBuffers;
+        private _indexBuffer;
+        private _effectBase;
+        private _effectFog;
+        texture: Texture;
+        constructor(name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
+        private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
+        intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): PickingInfo;
+        render(): void;
+        dispose(): void;
+    }
+}
+
 declare module BABYLON.Internals {
     class AndOrNotEvaluator {
         static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 18 - 18
dist/preview release/babylon.js


+ 5 - 1
dist/preview release/babylon.max.js

@@ -30629,9 +30629,11 @@ var BABYLON;
         };
         MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets) {
             if (useMorphTargets === void 0) { useMorphTargets = false; }
-            if (!defines._areAttributesDirty) {
+            if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
                 return;
             }
+            defines._normals = defines._needNormals;
+            defines._uvs = defines._needUVs;
             defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
             if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
                 defines["TANGENT"] = true;
@@ -30997,6 +30999,8 @@ var BABYLON;
             this._areTexturesDirty = true;
             this._areFresnelDirty = true;
             this._areMiscDirty = true;
+            this._normals = false;
+            this._uvs = false;
             this._needNormals = false;
             this._needUVs = false;
         }

+ 359 - 357
dist/preview release/babylon.module.d.ts

@@ -2304,188 +2304,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class Analyser {
-        SMOOTHING: number;
-        FFT_SIZE: number;
-        BARGRAPHAMPLITUDE: number;
-        DEBUGCANVASPOS: {
-            x: number;
-            y: number;
-        };
-        DEBUGCANVASSIZE: {
-            width: number;
-            height: number;
-        };
-        private _byteFreqs;
-        private _byteTime;
-        private _floatFreqs;
-        private _webAudioAnalyser;
-        private _debugCanvas;
-        private _debugCanvasContext;
-        private _scene;
-        private _registerFunc;
-        private _audioEngine;
-        constructor(scene: Scene);
-        getFrequencyBinCount(): number;
-        getByteFrequencyData(): Uint8Array;
-        getByteTimeDomainData(): Uint8Array;
-        getFloatFrequencyData(): Uint8Array;
-        drawDebugCanvas(): void;
-        stopDebugCanvas(): void;
-        connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class AudioEngine {
-        private _audioContext;
-        private _audioContextInitialized;
-        canUseWebAudio: boolean;
-        masterGain: GainNode;
-        private _connectedAnalyser;
-        WarnedWebAudioUnsupported: boolean;
-        unlocked: boolean;
-        onAudioUnlocked: () => any;
-        isMP3supported: boolean;
-        isOGGsupported: boolean;
-        readonly audioContext: AudioContext;
-        constructor();
-        private _unlockiOSaudio();
-        private _initializeAudioContext();
-        dispose(): void;
-        getGlobalVolume(): number;
-        setGlobalVolume(newVolume: number): void;
-        connectToAnalyser(analyser: Analyser): void;
-    }
-}
-
-declare module BABYLON {
-    class Sound {
-        name: string;
-        autoplay: boolean;
-        loop: boolean;
-        useCustomAttenuation: boolean;
-        soundTrackId: number;
-        spatialSound: boolean;
-        refDistance: number;
-        rolloffFactor: number;
-        maxDistance: number;
-        distanceModel: string;
-        private _panningModel;
-        onended: () => any;
-        private _playbackRate;
-        private _streaming;
-        private _startTime;
-        private _startOffset;
-        private _position;
-        private _localDirection;
-        private _volume;
-        private _isLoaded;
-        private _isReadyToPlay;
-        isPlaying: boolean;
-        isPaused: boolean;
-        private _isDirectional;
-        private _readyToPlayCallback;
-        private _audioBuffer;
-        private _soundSource;
-        private _streamingSource;
-        private _soundPanner;
-        private _soundGain;
-        private _inputAudioNode;
-        private _ouputAudioNode;
-        private _coneInnerAngle;
-        private _coneOuterAngle;
-        private _coneOuterGain;
-        private _scene;
-        private _connectedMesh;
-        private _customAttenuationFunction;
-        private _registerFunc;
-        private _isOutputConnected;
-        private _htmlAudioElement;
-        private _urlType;
-        /**
-        * Create a sound and attach it to a scene
-        * @param name Name of your sound
-        * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
-        * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
-        * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
-        */
-        constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
-        dispose(): void;
-        isReady(): boolean;
-        private _soundLoaded(audioData);
-        setAudioBuffer(audioBuffer: AudioBuffer): void;
-        updateOptions(options: any): void;
-        private _createSpatialParameters();
-        private _updateSpatialParameters();
-        switchPanningModelToHRTF(): void;
-        switchPanningModelToEqualPower(): void;
-        private _switchPanningModel();
-        connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
-        /**
-        * Transform this sound into a directional source
-        * @param coneInnerAngle Size of the inner cone in degree
-        * @param coneOuterAngle Size of the outer cone in degree
-        * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
-        */
-        setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
-        setPosition(newPosition: Vector3): void;
-        setLocalDirectionToMesh(newLocalDirection: Vector3): void;
-        private _updateDirection();
-        updateDistanceFromListener(): void;
-        setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
-        /**
-        * Play the sound
-        * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
-        * @param offset (optional) Start the sound setting it at a specific time
-        */
-        play(time?: number, offset?: number): void;
-        private _onended();
-        /**
-        * Stop the sound
-        * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
-        */
-        stop(time?: number): void;
-        pause(): void;
-        setVolume(newVolume: number, time?: number): void;
-        setPlaybackRate(newPlaybackRate: number): void;
-        getVolume(): number;
-        attachToMesh(meshToConnectTo: AbstractMesh): void;
-        detachFromMesh(): void;
-        private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
-        clone(): Sound;
-        getAudioBuffer(): AudioBuffer;
-        serialize(): any;
-        static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
-    }
-}
-
-declare module BABYLON {
-    class SoundTrack {
-        private _outputAudioNode;
-        private _inputAudioNode;
-        private _trackConvolver;
-        private _scene;
-        id: number;
-        soundCollection: Array<Sound>;
-        private _isMainTrack;
-        private _connectedAnalyser;
-        private _options;
-        private _isInitialized;
-        constructor(scene: Scene, options?: any);
-        private _initializeSoundTrackAudioGraph();
-        dispose(): void;
-        AddSound(sound: Sound): void;
-        RemoveSound(sound: Sound): void;
-        setVolume(newVolume: number): void;
-        switchPanningModelToHRTF(): void;
-        switchPanningModelToEqualPower(): void;
-        connectToAnalyser(analyser: Analyser): void;
-    }
-}
-
-declare module BABYLON {
     class Animatable {
         target: any;
         fromFrame: number;
@@ -2713,6 +2531,188 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class Analyser {
+        SMOOTHING: number;
+        FFT_SIZE: number;
+        BARGRAPHAMPLITUDE: number;
+        DEBUGCANVASPOS: {
+            x: number;
+            y: number;
+        };
+        DEBUGCANVASSIZE: {
+            width: number;
+            height: number;
+        };
+        private _byteFreqs;
+        private _byteTime;
+        private _floatFreqs;
+        private _webAudioAnalyser;
+        private _debugCanvas;
+        private _debugCanvasContext;
+        private _scene;
+        private _registerFunc;
+        private _audioEngine;
+        constructor(scene: Scene);
+        getFrequencyBinCount(): number;
+        getByteFrequencyData(): Uint8Array;
+        getByteTimeDomainData(): Uint8Array;
+        getFloatFrequencyData(): Uint8Array;
+        drawDebugCanvas(): void;
+        stopDebugCanvas(): void;
+        connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class AudioEngine {
+        private _audioContext;
+        private _audioContextInitialized;
+        canUseWebAudio: boolean;
+        masterGain: GainNode;
+        private _connectedAnalyser;
+        WarnedWebAudioUnsupported: boolean;
+        unlocked: boolean;
+        onAudioUnlocked: () => any;
+        isMP3supported: boolean;
+        isOGGsupported: boolean;
+        readonly audioContext: AudioContext;
+        constructor();
+        private _unlockiOSaudio();
+        private _initializeAudioContext();
+        dispose(): void;
+        getGlobalVolume(): number;
+        setGlobalVolume(newVolume: number): void;
+        connectToAnalyser(analyser: Analyser): void;
+    }
+}
+
+declare module BABYLON {
+    class Sound {
+        name: string;
+        autoplay: boolean;
+        loop: boolean;
+        useCustomAttenuation: boolean;
+        soundTrackId: number;
+        spatialSound: boolean;
+        refDistance: number;
+        rolloffFactor: number;
+        maxDistance: number;
+        distanceModel: string;
+        private _panningModel;
+        onended: () => any;
+        private _playbackRate;
+        private _streaming;
+        private _startTime;
+        private _startOffset;
+        private _position;
+        private _localDirection;
+        private _volume;
+        private _isLoaded;
+        private _isReadyToPlay;
+        isPlaying: boolean;
+        isPaused: boolean;
+        private _isDirectional;
+        private _readyToPlayCallback;
+        private _audioBuffer;
+        private _soundSource;
+        private _streamingSource;
+        private _soundPanner;
+        private _soundGain;
+        private _inputAudioNode;
+        private _ouputAudioNode;
+        private _coneInnerAngle;
+        private _coneOuterAngle;
+        private _coneOuterGain;
+        private _scene;
+        private _connectedMesh;
+        private _customAttenuationFunction;
+        private _registerFunc;
+        private _isOutputConnected;
+        private _htmlAudioElement;
+        private _urlType;
+        /**
+        * Create a sound and attach it to a scene
+        * @param name Name of your sound
+        * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
+        * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
+        * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
+        */
+        constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
+        dispose(): void;
+        isReady(): boolean;
+        private _soundLoaded(audioData);
+        setAudioBuffer(audioBuffer: AudioBuffer): void;
+        updateOptions(options: any): void;
+        private _createSpatialParameters();
+        private _updateSpatialParameters();
+        switchPanningModelToHRTF(): void;
+        switchPanningModelToEqualPower(): void;
+        private _switchPanningModel();
+        connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
+        /**
+        * Transform this sound into a directional source
+        * @param coneInnerAngle Size of the inner cone in degree
+        * @param coneOuterAngle Size of the outer cone in degree
+        * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
+        */
+        setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
+        setPosition(newPosition: Vector3): void;
+        setLocalDirectionToMesh(newLocalDirection: Vector3): void;
+        private _updateDirection();
+        updateDistanceFromListener(): void;
+        setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
+        /**
+        * Play the sound
+        * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
+        * @param offset (optional) Start the sound setting it at a specific time
+        */
+        play(time?: number, offset?: number): void;
+        private _onended();
+        /**
+        * Stop the sound
+        * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
+        */
+        stop(time?: number): void;
+        pause(): void;
+        setVolume(newVolume: number, time?: number): void;
+        setPlaybackRate(newPlaybackRate: number): void;
+        getVolume(): number;
+        attachToMesh(meshToConnectTo: AbstractMesh): void;
+        detachFromMesh(): void;
+        private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
+        clone(): Sound;
+        getAudioBuffer(): AudioBuffer;
+        serialize(): any;
+        static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
+    }
+}
+
+declare module BABYLON {
+    class SoundTrack {
+        private _outputAudioNode;
+        private _inputAudioNode;
+        private _trackConvolver;
+        private _scene;
+        id: number;
+        soundCollection: Array<Sound>;
+        private _isMainTrack;
+        private _connectedAnalyser;
+        private _options;
+        private _isInitialized;
+        constructor(scene: Scene, options?: any);
+        private _initializeSoundTrackAudioGraph();
+        dispose(): void;
+        AddSound(sound: Sound): void;
+        RemoveSound(sound: Sound): void;
+        setVolume(newVolume: number): void;
+        switchPanningModelToHRTF(): void;
+        switchPanningModelToEqualPower(): void;
+        connectToAnalyser(analyser: Analyser): void;
+    }
+}
+
+declare module BABYLON {
     class Bone extends Node {
         name: string;
         private static _tmpVecs;
@@ -4107,6 +4107,51 @@ declare module BABYLON.Debug {
 }
 
 declare module BABYLON {
+    class LensFlare {
+        size: number;
+        position: number;
+        color: Color3;
+        texture: Texture;
+        alphaMode: number;
+        private _system;
+        constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
+        dispose: () => void;
+    }
+}
+
+declare module BABYLON {
+    class LensFlareSystem {
+        name: string;
+        lensFlares: LensFlare[];
+        borderLimit: number;
+        viewportBorder: number;
+        meshesSelectionPredicate: (mesh: Mesh) => boolean;
+        layerMask: number;
+        id: string;
+        private _scene;
+        private _emitter;
+        private _vertexBuffers;
+        private _indexBuffer;
+        private _effect;
+        private _positionX;
+        private _positionY;
+        private _isEnabled;
+        constructor(name: string, emitter: any, scene: Scene);
+        isEnabled: boolean;
+        getScene(): Scene;
+        getEmitter(): any;
+        setEmitter(newEmitter: any): void;
+        getEmitterPosition(): Vector3;
+        computeEffectivePosition(globalViewport: Viewport): boolean;
+        _isVisible(): boolean;
+        render(): boolean;
+        dispose(): void;
+        static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
+        serialize(): any;
+    }
+}
+
+declare module BABYLON {
     /**
      * Highlight layer options. This helps customizing the behaviour
      * of the highlight layer.
@@ -4351,58 +4396,13 @@ declare module BABYLON {
         /**
         * An event triggered after rendering the scene
         * @type {BABYLON.Observable}
-        */
-        onAfterRenderObservable: Observable<Layer>;
-        private _onAfterRenderObserver;
-        onAfterRender: () => void;
-        constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
-        render(): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class LensFlare {
-        size: number;
-        position: number;
-        color: Color3;
-        texture: Texture;
-        alphaMode: number;
-        private _system;
-        constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
-        dispose: () => void;
-    }
-}
-
-declare module BABYLON {
-    class LensFlareSystem {
-        name: string;
-        lensFlares: LensFlare[];
-        borderLimit: number;
-        viewportBorder: number;
-        meshesSelectionPredicate: (mesh: Mesh) => boolean;
-        layerMask: number;
-        id: string;
-        private _scene;
-        private _emitter;
-        private _vertexBuffers;
-        private _indexBuffer;
-        private _effect;
-        private _positionX;
-        private _positionY;
-        private _isEnabled;
-        constructor(name: string, emitter: any, scene: Scene);
-        isEnabled: boolean;
-        getScene(): Scene;
-        getEmitter(): any;
-        setEmitter(newEmitter: any): void;
-        getEmitterPosition(): Vector3;
-        computeEffectivePosition(globalViewport: Viewport): boolean;
-        _isVisible(): boolean;
-        render(): boolean;
+        */
+        onAfterRenderObservable: Observable<Layer>;
+        private _onAfterRenderObserver;
+        onAfterRender: () => void;
+        constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
+        render(): void;
         dispose(): void;
-        static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
-        serialize(): any;
     }
 }
 
@@ -5198,6 +5198,8 @@ declare module BABYLON {
         _areTexturesDirty: boolean;
         _areFresnelDirty: boolean;
         _areMiscDirty: boolean;
+        _normals: boolean;
+        _uvs: boolean;
         _needNormals: boolean;
         _needUVs: boolean;
         readonly isDirty: boolean;
@@ -7978,6 +7980,60 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class MorphTarget {
+        name: string;
+        private _positions;
+        private _normals;
+        private _influence;
+        onInfluenceChanged: Observable<boolean>;
+        influence: number;
+        constructor(name: string, influence?: number);
+        readonly hasNormals: boolean;
+        setPositions(data: Float32Array | number[]): void;
+        getPositions(): Float32Array;
+        setNormals(data: Float32Array | number[]): void;
+        getNormals(): Float32Array;
+        /**
+         * Serializes the current target into a Serialization object.
+         * Returns the serialized object.
+         */
+        serialize(): any;
+        static Parse(serializationObject: any): MorphTarget;
+        static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
+    }
+}
+
+declare module BABYLON {
+    class MorphTargetManager {
+        private _targets;
+        private _targetObservable;
+        private _activeTargets;
+        private _scene;
+        private _influences;
+        private _supportsNormals;
+        private _vertexCount;
+        private _uniqueId;
+        constructor(scene?: Scene);
+        readonly uniqueId: number;
+        readonly vertexCount: number;
+        readonly supportsNormals: boolean;
+        readonly numInfluencers: number;
+        readonly influences: Float32Array;
+        getActiveTarget(index: number): MorphTarget;
+        addTarget(target: MorphTarget): void;
+        removeTarget(target: MorphTarget): void;
+        /**
+         * Serializes the current manager into a Serialization object.
+         * Returns the serialized object.
+         */
+        serialize(): any;
+        private _onInfluenceChanged(needUpdate);
+        private _syncActiveTargets(needUpdate);
+        static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
+    }
+}
+
+declare module BABYLON {
     class AbstractMesh extends Node implements IDisposable, ICullable {
         private static _BILLBOARDMODE_NONE;
         private static _BILLBOARDMODE_X;
@@ -11074,60 +11130,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class MorphTarget {
-        name: string;
-        private _positions;
-        private _normals;
-        private _influence;
-        onInfluenceChanged: Observable<boolean>;
-        influence: number;
-        constructor(name: string, influence?: number);
-        readonly hasNormals: boolean;
-        setPositions(data: Float32Array | number[]): void;
-        getPositions(): Float32Array;
-        setNormals(data: Float32Array | number[]): void;
-        getNormals(): Float32Array;
-        /**
-         * Serializes the current target into a Serialization object.
-         * Returns the serialized object.
-         */
-        serialize(): any;
-        static Parse(serializationObject: any): MorphTarget;
-        static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
-    }
-}
-
-declare module BABYLON {
-    class MorphTargetManager {
-        private _targets;
-        private _targetObservable;
-        private _activeTargets;
-        private _scene;
-        private _influences;
-        private _supportsNormals;
-        private _vertexCount;
-        private _uniqueId;
-        constructor(scene?: Scene);
-        readonly uniqueId: number;
-        readonly vertexCount: number;
-        readonly supportsNormals: boolean;
-        readonly numInfluencers: number;
-        readonly influences: Float32Array;
-        getActiveTarget(index: number): MorphTarget;
-        addTarget(target: MorphTarget): void;
-        removeTarget(target: MorphTarget): void;
-        /**
-         * Serializes the current manager into a Serialization object.
-         * Returns the serialized object.
-         */
-        serialize(): any;
-        private _onInfluenceChanged(needUpdate);
-        private _syncActiveTargets(needUpdate);
-        static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
-    }
-}
-
-declare module BABYLON {
     class Particle {
         position: Vector3;
         direction: Vector3;
@@ -12877,76 +12879,6 @@ 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[];
-        isPickable: boolean;
-        actionManager: ActionManager;
-        private _animationStarted;
-        private _loopAnimation;
-        private _fromIndex;
-        private _toIndex;
-        private _delay;
-        private _direction;
-        private _frameCount;
-        private _manager;
-        private _time;
-        private _onAnimationEnd;
-        size: number;
-        constructor(name: string, manager: SpriteManager);
-        playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
-        stopAnimation(): void;
-        _animate(deltaTime: number): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class SpriteManager {
-        name: string;
-        sprites: Sprite[];
-        renderingGroupId: number;
-        layerMask: number;
-        fogEnabled: boolean;
-        isPickable: boolean;
-        cellWidth: number;
-        cellHeight: number;
-        /**
-        * An event triggered when the manager is disposed.
-        * @type {BABYLON.Observable}
-        */
-        onDisposeObservable: Observable<SpriteManager>;
-        private _onDisposeObserver;
-        onDispose: () => void;
-        private _capacity;
-        private _spriteTexture;
-        private _epsilon;
-        private _scene;
-        private _vertexData;
-        private _buffer;
-        private _vertexBuffers;
-        private _indexBuffer;
-        private _effectBase;
-        private _effectFog;
-        texture: Texture;
-        constructor(name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
-        private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
-        intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): PickingInfo;
-        render(): void;
-        dispose(): void;
-    }
-}
-
 declare module BABYLON.Internals {
     class _AlphaState {
         private _isAlphaBlendDirty;
@@ -13024,6 +12956,76 @@ declare module BABYLON.Internals {
     }
 }
 
+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[];
+        isPickable: boolean;
+        actionManager: ActionManager;
+        private _animationStarted;
+        private _loopAnimation;
+        private _fromIndex;
+        private _toIndex;
+        private _delay;
+        private _direction;
+        private _frameCount;
+        private _manager;
+        private _time;
+        private _onAnimationEnd;
+        size: number;
+        constructor(name: string, manager: SpriteManager);
+        playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
+        stopAnimation(): void;
+        _animate(deltaTime: number): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class SpriteManager {
+        name: string;
+        sprites: Sprite[];
+        renderingGroupId: number;
+        layerMask: number;
+        fogEnabled: boolean;
+        isPickable: boolean;
+        cellWidth: number;
+        cellHeight: number;
+        /**
+        * An event triggered when the manager is disposed.
+        * @type {BABYLON.Observable}
+        */
+        onDisposeObservable: Observable<SpriteManager>;
+        private _onDisposeObserver;
+        onDispose: () => void;
+        private _capacity;
+        private _spriteTexture;
+        private _epsilon;
+        private _scene;
+        private _vertexData;
+        private _buffer;
+        private _vertexBuffers;
+        private _indexBuffer;
+        private _effectBase;
+        private _effectFog;
+        texture: Texture;
+        constructor(name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
+        private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
+        intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): PickingInfo;
+        render(): void;
+        dispose(): void;
+    }
+}
+
 declare module BABYLON.Internals {
     class AndOrNotEvaluator {
         static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 18 - 18
dist/preview release/babylon.noworker.js


+ 47 - 108
localDev/src/index.js

@@ -1,19 +1,14 @@
-/// <reference path="../../dist/preview release/babylon.d.ts"/>
 
-var scramble = function(data) {
-    for (index = 0; index < data.length; index ++) {
-        data[index] += 0.1 * Math.random();
-    }
-}
 
-// Playground like creation of the scene
-var createScene = function () {
+var globals = {};
 
+var createScene = function()
+{
     // This creates a basic Babylon Scene object (non-mesh)
     var scene = new BABYLON.Scene(engine);
 
     // This creates and positions a free camera (non-mesh)
-    var camera = new BABYLON.ArcRotateCamera("camera1", 1.14, 1.13, 10, BABYLON.Vector3.Zero(), scene);
+    var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -5), scene);
 
     // This targets the camera to scene origin
     camera.setTarget(BABYLON.Vector3.Zero());
@@ -27,107 +22,51 @@ var createScene = function () {
     // Default intensity is 1. Let's dim the light a small amount
     light.intensity = 0.7;
 
-    // Our built-in 'sphere' shape. Params: name, subdivs, size, scene
-    var sphere = BABYLON.Mesh.CreateSphere("sphere1", 16, 2, scene);
-
-    var sphere2 = BABYLON.Mesh.CreateSphere("sphere2", 16, 2, scene);
-    sphere2.setEnabled(false);
-    sphere2.updateMeshPositions(scramble);
-
-    var sphere3 = BABYLON.Mesh.CreateSphere("sphere3", 16, 2, scene);
-    sphere3.setEnabled(false);
-
-    sphere3.scaling = new BABYLON.Vector3(2.1, 3.5, 1.0);
-    sphere3.bakeCurrentTransformIntoVertices();
-
-    var sphere4 = BABYLON.Mesh.CreateSphere("sphere4", 16, 2, scene);
-    sphere4.setEnabled(false);
-    sphere4.updateMeshPositions(scramble);
-
-    var sphere5 = BABYLON.Mesh.CreateSphere("sphere5", 16, 2, scene);
-    sphere5.setEnabled(false);
-
-    sphere5.scaling = new BABYLON.Vector3(1.0, 0.1, 1.0);
-    sphere5.bakeCurrentTransformIntoVertices();    
-
-    var manager = new BABYLON.MorphTargetManager();
-    sphere.morphTargetManager = manager;
-
-    var target0 = BABYLON.MorphTarget.FromMesh(sphere2, "sphere2", 0.25);
-    manager.addTarget(target0);
-
-    var target1 = BABYLON.MorphTarget.FromMesh(sphere3, "sphere3", 0.25);
-    manager.addTarget(target1);
-
-    var target2 = BABYLON.MorphTarget.FromMesh(sphere4, "sphere4", 0.25);
-    manager.addTarget(target2);   
-
-    var target3 = BABYLON.MorphTarget.FromMesh(sphere5, "sphere5", 0.25);
-    manager.addTarget(target3);       
-
-    var data = BABYLON.SceneSerializer.Serialize(scene);
-
-    scene.dispose();
-
-    var strScene = JSON.stringify(data);
-	var scene = new BABYLON.Scene(engine);
-    BABYLON.SceneLoader.Append("", "data:" + strScene, scene, function (newScene) {
-
-        var gui = new dat.GUI();
-        var options = {
-            influence0: 0.25,
-            influence1: 0.25,
-            influence2: 0.25,
-            influence3: 0.25,
+    var material0 = new BABYLON.StandardMaterial("mat0", scene);
+    material0.diffuseColor = new BABYLON.Color3(1, 0, 0);
+    //material0.bumpTexture = new BABYLON.Texture("normalMap.jpg", scene);
+   
+    var material1 = new BABYLON.StandardMaterial("mat1", scene);
+    material1.diffuseColor = new BABYLON.Color3(0, 0, 1);
+    
+    var material2 = new BABYLON.StandardMaterial("mat2", scene);
+    material2.emissiveColor = new BABYLON.Color3(0.4, 0, 0.4);
+
+    var multimat = new BABYLON.MultiMaterial("multi", scene);
+    multimat.subMaterials.push(material0);
+    multimat.subMaterials.push(material1);
+    multimat.subMaterials.push(material2);
+
+    globals.multimat = multimat;
+
+    var sphere = BABYLON.Mesh.CreateSphere("Sphere0", 16, 3, scene);
+    sphere.material = multimat;
+
+    sphere.subMeshes = [];
+    var verticesCount = sphere.getTotalVertices();
+
+    sphere.subMeshes.push(new BABYLON.SubMesh(0, 0, verticesCount, 0, 900, sphere));
+    sphere.subMeshes.push(new BABYLON.SubMesh(1, 0, verticesCount, 900, 900, sphere));
+    sphere.subMeshes.push(new BABYLON.SubMesh(2, 0, verticesCount, 1800, 2088, sphere));
+
+  //  material0.diffuseTexture = new BABYLON.Texture("textures/misc.jpg", scene, true, true, BABYLON.Texture.BILINEAR_SAMPLINGMODE); 
+
+    scene.actionManager = new BABYLON.ActionManager(scene);
+    scene.actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnKeyUpTrigger, function (evt) {
+        if (evt.sourceEvent.key == "t")
+        {
+          //  globals.multimat.subMaterials[0].diffuseColor = new BABYLON.Color3(1, 1, 1);
+            globals.multimat.subMaterials[0].diffuseTexture = new BABYLON.Texture("/assets/textures/amiga.jpg", scene, true, true, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
         }
+        else if (evt.sourceEvent.key == "m")
+        {
+            var material0 = new BABYLON.StandardMaterial("mat0", scene);
+          //  material0.diffuseColor = new BABYLON.Color3(0, 1, 0);
+            material0.diffuseTexture = new BABYLON.Texture("/assets/textures/amiga.jpg", scene, true, true, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
 
-        var manager = scene.morphTargetManagers[0];
-
-        target0 = manager.getActiveTarget(0);
-        target1 = manager.getActiveTarget(1);
-        target2 = manager.getActiveTarget(2);
-        target3 = manager.getActiveTarget(3);
-
-        gui.add(options, "influence0", 0, 1).onChange(function(value) {
-            target0.influence = value;
-        });
-
-        gui.add(options, "influence1", 0, 1).onChange(function(value) {
-            target1.influence = value;
-        });
-
-        gui.add(options, "influence2", 0, 1).onChange(function(value) {
-            target2.influence = value;
-        });  
-
-        gui.add(options, "influence3", 0, 1).onChange(function(value) {
-            target3.influence = value;
-        });        
-
-        var button = { switch:function(){
-            if (sphere.morphTargetManager) {
-                sphere.morphTargetManager = null;
-            } else {
-                sphere.morphTargetManager = manager;
-            }
-        }};
-
-        gui.add(button,'switch');
-
-        var disposeButton = { dispose:function(){
-            sphere.dispose();
-        }};
-
-        gui.add(disposeButton,'dispose');
-
-        var removeButton = { removeLast:function(){
-            manager.removeTarget(target3);   
-        }};
-
-        gui.add(removeButton,'removeLast');
-    });
-
+            globals.multimat.subMaterials[0] = material0; 
+        }
+    }));
 
     return scene;
-
 };

+ 3 - 0
src/Materials/babylon.material.ts

@@ -10,6 +10,9 @@
         public _areFresnelDirty = true;
         public _areMiscDirty = true;    
 
+        public _normals = false;
+        public _uvs = false;
+
         public _needNormals = false;
         public _needUVs = false;
 

+ 4 - 1
src/Materials/babylon.materialHelper.ts

@@ -33,10 +33,13 @@
         }
 
         public static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: MaterialDefines, useVertexColor: boolean, useBones: boolean, useMorphTargets = false): void {
-            if (!defines._areAttributesDirty) {
+            if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
                 return;
             }               
 
+            defines._normals = defines._needNormals;
+            defines._uvs = defines._needUVs;
+            
             defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.NormalKind));
 
             if (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {