David Catuhe 8 years ago
parent
commit
4cbe86d652
23 changed files with 6501 additions and 6149 deletions
  1. 437 437
      dist/preview release/babylon.d.ts
  2. 41 41
      dist/preview release/babylon.js
  3. 6 1
      dist/preview release/babylon.max.js
  4. 437 437
      dist/preview release/babylon.module.d.ts
  5. 41 42
      dist/preview release/babylon.worker.js
  6. 2563 2563
      dist/preview release/customConfigurations/minimalViewer/babylon.d.ts
  7. 26 26
      dist/preview release/customConfigurations/minimalViewer/babylon.js
  8. 1 1
      dist/preview release/customConfigurations/minimalViewer/babylon.max.js
  9. 2563 2563
      dist/preview release/customConfigurations/minimalViewer/babylon.module.d.ts
  10. 3 3
      dist/preview release/gui/babylon.gui.min.js
  11. 17 17
      dist/preview release/inspector/babylon.inspector.bundle.js
  12. 30 1
      dist/preview release/inspector/babylon.inspector.d.ts
  13. 318 4
      dist/preview release/inspector/babylon.inspector.js
  14. 3 3
      dist/preview release/inspector/babylon.inspector.min.js
  15. 2 2
      dist/preview release/loaders/babylon.glTF1FileLoader.min.js
  16. 1 1
      dist/preview release/loaders/babylon.glTF2FileLoader.min.js
  17. 2 2
      dist/preview release/loaders/babylon.glTFFileLoader.min.js
  18. 1 1
      dist/preview release/loaders/babylon.objFileLoader.min.js
  19. 1 1
      dist/preview release/materialsLibrary/babylon.customMaterial.min.js
  20. 1 1
      dist/preview release/materialsLibrary/babylon.waterMaterial.min.js
  21. 1 1
      dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.min.js
  22. 1 1
      dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js
  23. 5 0
      src/Materials/babylon.materialHelper.ts

+ 437 - 437
dist/preview release/babylon.d.ts

@@ -3312,249 +3312,6 @@ 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;
-        private _collisionMask;
-        collisionMask: number;
-        _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: IndicesArray, 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: Uint32Array;
-        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;
-        removeMesh(uniqueId: number): void;
-        getGeometry(id: string): SerializedGeometry;
-        addGeometry(geometry: SerializedGeometry): void;
-        removeGeometry(id: string): 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;
-        pickedSprite: Sprite;
-        getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Vector3;
-        getTextureCoordinates(): Vector2;
-    }
-}
-
-declare module BABYLON {
     class ArcRotateCamera extends TargetCamera {
         alpha: number;
         beta: number;
@@ -4024,116 +3781,245 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class BoundingBox implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        vectors: Vector3[];
-        center: Vector3;
-        centerWorld: Vector3;
-        extendSize: Vector3;
-        extendSizeWorld: Vector3;
-        directions: Vector3[];
-        vectorsWorld: Vector3[];
-        minimumWorld: Vector3;
-        maximumWorld: Vector3;
-        private _worldMatrix;
-        constructor(minimum: Vector3, maximum: Vector3);
-        getWorldMatrix(): Matrix;
-        setWorldMatrix(matrix: Matrix): BoundingBox;
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsMinMax(min: Vector3, max: Vector3): boolean;
-        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
-        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
-        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
-        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+    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;
+        private _collisionMask;
+        collisionMask: number;
+        _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: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean): void;
+        _getResponse(pos: Vector3, vel: Vector3): void;
     }
 }
 
 declare module BABYLON {
-    interface ICullable {
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(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;
     }
-    class BoundingInfo implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        boundingBox: BoundingBox;
-        boundingSphere: BoundingSphere;
-        private _isLocked;
-        constructor(minimum: Vector3, maximum: Vector3);
-        isLocked: boolean;
-        update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        _checkCollision(collider: Collider): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
+    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: Uint32Array;
+        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 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;
+    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;
+        removeMesh(uniqueId: number): void;
+        getGeometry(id: string): SerializedGeometry;
+        addGeometry(geometry: SerializedGeometry): void;
+        removeGeometry(id: string): 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 Ray {
-        origin: Vector3;
-        direction: Vector3;
-        length: number;
-        private _edge1;
-        private _edge2;
-        private _pvec;
-        private _tvec;
-        private _qvec;
-        private _tmpRay;
-        private _rayHelper;
-        constructor(origin: Vector3, direction: Vector3, length?: number);
-        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
-        intersectsBox(box: BoundingBox): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
-        intersectsPlane(plane: Plane): number;
-        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
-        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
-        private _comparePickingInfo(pickingInfoA, pickingInfoB);
-        private static smallnum;
-        private static rayl;
-        /**
-         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
-         * @param sega the first point of the segment to test the intersection against
-         * @param segb the second point of the segment to test the intersection against
-         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
-         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
-         */
-        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
-        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
-        /**
-        * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
-        * transformed to the given world matrix.
-        * @param origin The origin point
-        * @param end The end point
-        * @param world a matrix to transform the ray to. Default is the identity matrix.
-        */
-        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
-        static Transform(ray: Ray, matrix: Matrix): Ray;
-        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
+    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;
+        pickedSprite: Sprite;
+        getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Vector3;
+        getTextureCoordinates(): Vector2;
     }
 }
 
@@ -4470,31 +4356,190 @@ declare module BABYLON {
         private _vertexBuffers;
         private _indexBuffer;
         private _effect;
-        private _alphaTestEffect;
-        /**
-        * An event triggered when the layer is disposed.
-        * @type {BABYLON.Observable}
-        */
-        onDisposeObservable: Observable<Layer>;
-        private _onDisposeObserver;
-        onDispose: () => void;
+        private _alphaTestEffect;
+        /**
+        * An event triggered when the layer is disposed.
+        * @type {BABYLON.Observable}
+        */
+        onDisposeObservable: Observable<Layer>;
+        private _onDisposeObserver;
+        onDispose: () => void;
+        /**
+        * An event triggered before rendering the scene
+        * @type {BABYLON.Observable}
+        */
+        onBeforeRenderObservable: Observable<Layer>;
+        private _onBeforeRenderObserver;
+        onBeforeRender: () => void;
+        /**
+        * 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;
+        dispose(): void;
+        static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
+        serialize(): any;
+    }
+}
+
+declare module BABYLON {
+    class BoundingBox implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        vectors: Vector3[];
+        center: Vector3;
+        centerWorld: Vector3;
+        extendSize: Vector3;
+        extendSizeWorld: Vector3;
+        directions: Vector3[];
+        vectorsWorld: Vector3[];
+        minimumWorld: Vector3;
+        maximumWorld: Vector3;
+        private _worldMatrix;
+        constructor(minimum: Vector3, maximum: Vector3);
+        getWorldMatrix(): Matrix;
+        setWorldMatrix(matrix: Matrix): BoundingBox;
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsMinMax(min: Vector3, max: Vector3): boolean;
+        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
+        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
+        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+    }
+}
+
+declare module BABYLON {
+    interface ICullable {
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+    }
+    class BoundingInfo implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        boundingBox: BoundingBox;
+        boundingSphere: BoundingSphere;
+        private _isLocked;
+        constructor(minimum: Vector3, maximum: Vector3);
+        isLocked: boolean;
+        update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        _checkCollision(collider: Collider): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
+    }
+}
+
+declare module BABYLON {
+    class BoundingSphere {
+        minimum: Vector3;
+        maximum: Vector3;
+        center: Vector3;
+        radius: number;
+        centerWorld: Vector3;
+        radiusWorld: number;
+        private _tempRadiusVector;
+        constructor(minimum: Vector3, maximum: Vector3);
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
+    }
+}
+
+declare module BABYLON {
+    class Ray {
+        origin: Vector3;
+        direction: Vector3;
+        length: number;
+        private _edge1;
+        private _edge2;
+        private _pvec;
+        private _tvec;
+        private _qvec;
+        private _tmpRay;
+        private _rayHelper;
+        constructor(origin: Vector3, direction: Vector3, length?: number);
+        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
+        intersectsBox(box: BoundingBox): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
+        intersectsPlane(plane: Plane): number;
+        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
+        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
+        private _comparePickingInfo(pickingInfoA, pickingInfoB);
+        private static smallnum;
+        private static rayl;
         /**
-        * An event triggered before rendering the scene
-        * @type {BABYLON.Observable}
-        */
-        onBeforeRenderObservable: Observable<Layer>;
-        private _onBeforeRenderObserver;
-        onBeforeRender: () => void;
+         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
+         * @param sega the first point of the segment to test the intersection against
+         * @param segb the second point of the segment to test the intersection against
+         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
+         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
+         */
+        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
+        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
         /**
-        * An event triggered after rendering the scene
-        * @type {BABYLON.Observable}
+        * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
+        * transformed to the given world matrix.
+        * @param origin The origin point
+        * @param end The end point
+        * @param world a matrix to transform the ray to. Default is the identity matrix.
         */
-        onAfterRenderObservable: Observable<Layer>;
-        private _onAfterRenderObserver;
-        onAfterRender: () => void;
-        constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
-        render(): void;
-        dispose(): void;
+        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
+        static Transform(ray: Ray, matrix: Matrix): Ray;
+        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
     }
 }
 
@@ -5032,51 +5077,6 @@ declare module BABYLON {
 }
 
 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 {
     interface ISceneLoaderPluginExtensions {
         [extension: string]: {
             isBinary: boolean;
@@ -12483,36 +12483,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class ReflectionProbe {
-        name: string;
-        private _scene;
-        private _renderTargetTexture;
-        private _projectionMatrix;
-        private _viewMatrix;
-        private _target;
-        private _add;
-        private _attachedMesh;
-        invertYAxis: boolean;
-        position: Vector3;
-        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
-        samples: number;
-        refreshRate: number;
-        getScene(): Scene;
-        readonly cubeTexture: RenderTargetTexture;
-        readonly renderList: AbstractMesh[];
-        attachToMesh(mesh: AbstractMesh): void;
-        /**
-         * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
-         *
-         * @param renderingGroupId The rendering group id corresponding to its index
-         * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
-         */
-        setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     class AnaglyphPostProcess extends PostProcess {
         private _passedProcess;
         constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
@@ -12918,6 +12888,36 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class ReflectionProbe {
+        name: string;
+        private _scene;
+        private _renderTargetTexture;
+        private _projectionMatrix;
+        private _viewMatrix;
+        private _target;
+        private _add;
+        private _attachedMesh;
+        invertYAxis: boolean;
+        position: Vector3;
+        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
+        samples: number;
+        refreshRate: number;
+        getScene(): Scene;
+        readonly cubeTexture: RenderTargetTexture;
+        readonly renderList: AbstractMesh[];
+        attachToMesh(mesh: AbstractMesh): void;
+        /**
+         * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
+         *
+         * @param renderingGroupId The rendering group id corresponding to its index
+         * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
+         */
+        setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
     class BoundingBoxRenderer {
         frontColor: Color3;
         backColor: Color3;

File diff suppressed because it is too large
+ 41 - 41
dist/preview release/babylon.js


File diff suppressed because it is too large
+ 6 - 1
dist/preview release/babylon.max.js


+ 437 - 437
dist/preview release/babylon.module.d.ts

@@ -3312,249 +3312,6 @@ 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;
-        private _collisionMask;
-        collisionMask: number;
-        _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: IndicesArray, 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: Uint32Array;
-        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;
-        removeMesh(uniqueId: number): void;
-        getGeometry(id: string): SerializedGeometry;
-        addGeometry(geometry: SerializedGeometry): void;
-        removeGeometry(id: string): 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;
-        pickedSprite: Sprite;
-        getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Vector3;
-        getTextureCoordinates(): Vector2;
-    }
-}
-
-declare module BABYLON {
     class ArcRotateCamera extends TargetCamera {
         alpha: number;
         beta: number;
@@ -4024,116 +3781,245 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class BoundingBox implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        vectors: Vector3[];
-        center: Vector3;
-        centerWorld: Vector3;
-        extendSize: Vector3;
-        extendSizeWorld: Vector3;
-        directions: Vector3[];
-        vectorsWorld: Vector3[];
-        minimumWorld: Vector3;
-        maximumWorld: Vector3;
-        private _worldMatrix;
-        constructor(minimum: Vector3, maximum: Vector3);
-        getWorldMatrix(): Matrix;
-        setWorldMatrix(matrix: Matrix): BoundingBox;
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsMinMax(min: Vector3, max: Vector3): boolean;
-        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
-        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
-        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
-        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+    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;
+        private _collisionMask;
+        collisionMask: number;
+        _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: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean): void;
+        _getResponse(pos: Vector3, vel: Vector3): void;
     }
 }
 
 declare module BABYLON {
-    interface ICullable {
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(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;
     }
-    class BoundingInfo implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        boundingBox: BoundingBox;
-        boundingSphere: BoundingSphere;
-        private _isLocked;
-        constructor(minimum: Vector3, maximum: Vector3);
-        isLocked: boolean;
-        update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        _checkCollision(collider: Collider): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
+    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: Uint32Array;
+        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 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;
+    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;
+        removeMesh(uniqueId: number): void;
+        getGeometry(id: string): SerializedGeometry;
+        addGeometry(geometry: SerializedGeometry): void;
+        removeGeometry(id: string): 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 Ray {
-        origin: Vector3;
-        direction: Vector3;
-        length: number;
-        private _edge1;
-        private _edge2;
-        private _pvec;
-        private _tvec;
-        private _qvec;
-        private _tmpRay;
-        private _rayHelper;
-        constructor(origin: Vector3, direction: Vector3, length?: number);
-        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
-        intersectsBox(box: BoundingBox): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
-        intersectsPlane(plane: Plane): number;
-        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
-        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
-        private _comparePickingInfo(pickingInfoA, pickingInfoB);
-        private static smallnum;
-        private static rayl;
-        /**
-         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
-         * @param sega the first point of the segment to test the intersection against
-         * @param segb the second point of the segment to test the intersection against
-         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
-         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
-         */
-        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
-        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
-        /**
-        * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
-        * transformed to the given world matrix.
-        * @param origin The origin point
-        * @param end The end point
-        * @param world a matrix to transform the ray to. Default is the identity matrix.
-        */
-        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
-        static Transform(ray: Ray, matrix: Matrix): Ray;
-        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
+    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;
+        pickedSprite: Sprite;
+        getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Vector3;
+        getTextureCoordinates(): Vector2;
     }
 }
 
@@ -4470,31 +4356,190 @@ declare module BABYLON {
         private _vertexBuffers;
         private _indexBuffer;
         private _effect;
-        private _alphaTestEffect;
-        /**
-        * An event triggered when the layer is disposed.
-        * @type {BABYLON.Observable}
-        */
-        onDisposeObservable: Observable<Layer>;
-        private _onDisposeObserver;
-        onDispose: () => void;
+        private _alphaTestEffect;
+        /**
+        * An event triggered when the layer is disposed.
+        * @type {BABYLON.Observable}
+        */
+        onDisposeObservable: Observable<Layer>;
+        private _onDisposeObserver;
+        onDispose: () => void;
+        /**
+        * An event triggered before rendering the scene
+        * @type {BABYLON.Observable}
+        */
+        onBeforeRenderObservable: Observable<Layer>;
+        private _onBeforeRenderObserver;
+        onBeforeRender: () => void;
+        /**
+        * 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;
+        dispose(): void;
+        static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
+        serialize(): any;
+    }
+}
+
+declare module BABYLON {
+    class BoundingBox implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        vectors: Vector3[];
+        center: Vector3;
+        centerWorld: Vector3;
+        extendSize: Vector3;
+        extendSizeWorld: Vector3;
+        directions: Vector3[];
+        vectorsWorld: Vector3[];
+        minimumWorld: Vector3;
+        maximumWorld: Vector3;
+        private _worldMatrix;
+        constructor(minimum: Vector3, maximum: Vector3);
+        getWorldMatrix(): Matrix;
+        setWorldMatrix(matrix: Matrix): BoundingBox;
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsMinMax(min: Vector3, max: Vector3): boolean;
+        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
+        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
+        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+    }
+}
+
+declare module BABYLON {
+    interface ICullable {
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+    }
+    class BoundingInfo implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        boundingBox: BoundingBox;
+        boundingSphere: BoundingSphere;
+        private _isLocked;
+        constructor(minimum: Vector3, maximum: Vector3);
+        isLocked: boolean;
+        update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        _checkCollision(collider: Collider): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
+    }
+}
+
+declare module BABYLON {
+    class BoundingSphere {
+        minimum: Vector3;
+        maximum: Vector3;
+        center: Vector3;
+        radius: number;
+        centerWorld: Vector3;
+        radiusWorld: number;
+        private _tempRadiusVector;
+        constructor(minimum: Vector3, maximum: Vector3);
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
+    }
+}
+
+declare module BABYLON {
+    class Ray {
+        origin: Vector3;
+        direction: Vector3;
+        length: number;
+        private _edge1;
+        private _edge2;
+        private _pvec;
+        private _tvec;
+        private _qvec;
+        private _tmpRay;
+        private _rayHelper;
+        constructor(origin: Vector3, direction: Vector3, length?: number);
+        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
+        intersectsBox(box: BoundingBox): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
+        intersectsPlane(plane: Plane): number;
+        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
+        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
+        private _comparePickingInfo(pickingInfoA, pickingInfoB);
+        private static smallnum;
+        private static rayl;
         /**
-        * An event triggered before rendering the scene
-        * @type {BABYLON.Observable}
-        */
-        onBeforeRenderObservable: Observable<Layer>;
-        private _onBeforeRenderObserver;
-        onBeforeRender: () => void;
+         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
+         * @param sega the first point of the segment to test the intersection against
+         * @param segb the second point of the segment to test the intersection against
+         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
+         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
+         */
+        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
+        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
         /**
-        * An event triggered after rendering the scene
-        * @type {BABYLON.Observable}
+        * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
+        * transformed to the given world matrix.
+        * @param origin The origin point
+        * @param end The end point
+        * @param world a matrix to transform the ray to. Default is the identity matrix.
         */
-        onAfterRenderObservable: Observable<Layer>;
-        private _onAfterRenderObserver;
-        onAfterRender: () => void;
-        constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
-        render(): void;
-        dispose(): void;
+        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
+        static Transform(ray: Ray, matrix: Matrix): Ray;
+        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
     }
 }
 
@@ -5032,51 +5077,6 @@ declare module BABYLON {
 }
 
 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 {
     interface ISceneLoaderPluginExtensions {
         [extension: string]: {
             isBinary: boolean;
@@ -12483,36 +12483,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class ReflectionProbe {
-        name: string;
-        private _scene;
-        private _renderTargetTexture;
-        private _projectionMatrix;
-        private _viewMatrix;
-        private _target;
-        private _add;
-        private _attachedMesh;
-        invertYAxis: boolean;
-        position: Vector3;
-        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
-        samples: number;
-        refreshRate: number;
-        getScene(): Scene;
-        readonly cubeTexture: RenderTargetTexture;
-        readonly renderList: AbstractMesh[];
-        attachToMesh(mesh: AbstractMesh): void;
-        /**
-         * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
-         *
-         * @param renderingGroupId The rendering group id corresponding to its index
-         * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
-         */
-        setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     class AnaglyphPostProcess extends PostProcess {
         private _passedProcess;
         constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
@@ -12918,6 +12888,36 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class ReflectionProbe {
+        name: string;
+        private _scene;
+        private _renderTargetTexture;
+        private _projectionMatrix;
+        private _viewMatrix;
+        private _target;
+        private _add;
+        private _attachedMesh;
+        invertYAxis: boolean;
+        position: Vector3;
+        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
+        samples: number;
+        refreshRate: number;
+        getScene(): Scene;
+        readonly cubeTexture: RenderTargetTexture;
+        readonly renderList: AbstractMesh[];
+        attachToMesh(mesh: AbstractMesh): void;
+        /**
+         * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
+         *
+         * @param renderingGroupId The rendering group id corresponding to its index
+         * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
+         */
+        setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
     class BoundingBoxRenderer {
         frontColor: Color3;
         backColor: Color3;

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+ 41 - 42
dist/preview release/babylon.worker.js


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+ 2563 - 2563
dist/preview release/customConfigurations/minimalViewer/babylon.d.ts


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+ 26 - 26
dist/preview release/customConfigurations/minimalViewer/babylon.js


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+ 1 - 1
dist/preview release/customConfigurations/minimalViewer/babylon.max.js


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+ 2563 - 2563
dist/preview release/customConfigurations/minimalViewer/babylon.module.d.ts


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


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+ 17 - 17
dist/preview release/inspector/babylon.inspector.bundle.js


+ 30 - 1
dist/preview release/inspector/babylon.inspector.d.ts

@@ -65,7 +65,7 @@ declare module INSPECTOR {
 }
 
 declare module INSPECTOR {
-    const PROPERTIES: {
+    var PROPERTIES: {
         format: (obj: any) => any;
         'type_not_defined': {
             properties: any[];
@@ -260,6 +260,13 @@ declare module INSPECTOR {
 
 declare module INSPECTOR {
     /**
+     * Function that add gui objects properties to the variable PROPERTIES
+     */
+    function loadGUIProperties(): void;
+}
+
+declare module INSPECTOR {
+    /**
      * Represents a html div element.
      * The div is built when an instance of BasicElement is created.
      */
@@ -326,6 +333,21 @@ declare module INSPECTOR {
 }
 
 declare module INSPECTOR {
+    class GUIAdapter extends Adapter implements IToolVisible {
+        constructor(obj: BABYLON.GUI.Control);
+        /** Returns the name displayed in the tree */
+        id(): string;
+        /** Returns the type of this object - displayed in the tree */
+        type(): string;
+        /** Returns the list of properties to be displayed for this adapter */
+        getProperties(): Array<PropertyLine>;
+        getTools(): Array<AbstractTreeTool>;
+        setVisible(b: boolean): void;
+        isVisible(): boolean;
+    }
+}
+
+declare module INSPECTOR {
     class SoundAdapter extends Adapter implements ISoundInteractions {
         constructor(obj: BABYLON.Sound);
         /** Returns the name displayed in the tree */
@@ -805,6 +827,13 @@ declare module INSPECTOR {
 }
 
 declare module INSPECTOR {
+    class GUITab extends PropertyTab {
+        constructor(tabbar: TabBar, inspector: Inspector);
+        protected _getTree(): Array<TreeItem>;
+    }
+}
+
+declare module INSPECTOR {
     class SoundTab extends PropertyTab {
         constructor(tabbar: TabBar, inspector: Inspector);
         protected _getTree(): Array<TreeItem>;

+ 318 - 4
dist/preview release/inspector/babylon.inspector.js

@@ -9,6 +9,8 @@ var INSPECTOR;
             var _this = this;
             /** True if the inspector is built as a popup tab */
             this._popupMode = false;
+            //Load properties of GUI objects now as BABYLON.GUI has to be declared before 
+            INSPECTOR.loadGUIProperties();
             //get Tabbar initialTab
             this._initialTab = initialTab;
             //get parentElement of our Inspector
@@ -710,6 +712,125 @@ var INSPECTOR;
 var INSPECTOR;
 (function (INSPECTOR) {
     /**
+     * Function that add gui objects properties to the variable PROPERTIES
+     */
+    function loadGUIProperties() {
+        var PROPERTIES_GUI = {
+            'ValueAndUnit': {
+                type: BABYLON.GUI.ValueAndUnit,
+                properties: ['_value', 'unit'],
+                format: function (valueAndUnit) { return valueAndUnit; }
+            },
+            'Control': {
+                type: BABYLON.GUI.Control,
+                properties: [
+                    '_alpha',
+                    '_fontFamily',
+                    '_color',
+                    '_scaleX',
+                    '_scaleY',
+                    '_rotation',
+                    '_currentMeasure',
+                    '_width',
+                    '_height',
+                    '_left',
+                    '_top',
+                    '_linkedMesh',
+                    'isHitTestVisible',
+                    'isPointerBlocker',
+                ],
+                format: function (control) { return control.name; }
+            },
+            'Button': {
+                type: BABYLON.GUI.Button,
+                properties: [],
+                format: function (button) { return button.name; }
+            },
+            'ColorPicker': {
+                type: BABYLON.GUI.ColorPicker,
+                properties: ['_value'],
+                format: function (colorPicker) { return colorPicker.name; }
+            },
+            'Checkbox': {
+                type: BABYLON.GUI.Checkbox,
+                properties: ['_isChecked', '_background'],
+                format: function (checkbox) { return checkbox.name; }
+            },
+            'Ellipse': {
+                type: BABYLON.GUI.Ellipse,
+                properties: ['_thickness'],
+                format: function (ellipse) { return ellipse.name; }
+            },
+            'Image': {
+                type: BABYLON.GUI.Image,
+                properties: [
+                    '_imageWidth',
+                    '_imageHeight',
+                    '_loaded',
+                    '_source',
+                ],
+                format: function (image) { return image.name; }
+            },
+            'Line': {
+                type: BABYLON.GUI.Line,
+                properties: ['_lineWidth',
+                    '_background',
+                    '_x1',
+                    '_y1',
+                    '_x2',
+                    '_y2',
+                ],
+                format: function (line) { return line.name; }
+            },
+            'RadioButton': {
+                type: BABYLON.GUI.RadioButton,
+                properties: ['_isChecked', '_background'],
+                format: function (radioButton) { return radioButton.name; }
+            },
+            'Rectangle': {
+                type: BABYLON.GUI.Rectangle,
+                properties: ['_thickness', '_cornerRadius'],
+                format: function (rectangle) { return rectangle.name; }
+            },
+            'Slider': {
+                type: BABYLON.GUI.Slider,
+                properties: [
+                    '_minimum',
+                    '_maximum',
+                    '_value',
+                    '_background',
+                    '_borderColor',
+                ],
+                format: function (slider) { return slider.name; }
+            },
+            'StackPanel': {
+                type: BABYLON.GUI.StackPanel,
+                properties: ['_isVertical'],
+                format: function (stackPanel) { return stackPanel.name; }
+            },
+            'TextBlock': {
+                type: BABYLON.GUI.TextBlock,
+                properties: ['_text', '_textWrapping'],
+                format: function (textBlock) { return textBlock.name; }
+            },
+            'Container': {
+                type: BABYLON.GUI.Container,
+                properties: ['_background'],
+                format: function (container) { return container.name; }
+            },
+        };
+        for (var prop in PROPERTIES_GUI) {
+            INSPECTOR.PROPERTIES[prop] = PROPERTIES_GUI[prop];
+        }
+    }
+    INSPECTOR.loadGUIProperties = loadGUIProperties;
+})(INSPECTOR || (INSPECTOR = {}));
+
+//# sourceMappingURL=properties_gui.js.map
+
+var INSPECTOR;
+(function (INSPECTOR) {
+    /**
      * Represents a html div element.
      * The div is built when an instance of BasicElement is created.
      */
@@ -861,6 +982,147 @@ var __extends = (this && this.__extends) || (function () {
 })();
 var INSPECTOR;
 (function (INSPECTOR) {
+    var GUIAdapter = (function (_super) {
+        __extends(GUIAdapter, _super);
+        function GUIAdapter(obj) {
+            return _super.call(this, obj) || this;
+        }
+        /** Returns the name displayed in the tree */
+        GUIAdapter.prototype.id = function () {
+            var str = '';
+            if (this._obj.name) {
+                str = this._obj.name;
+            } // otherwise nothing displayed        
+            return str;
+        };
+        /** Returns the type of this object - displayed in the tree */
+        GUIAdapter.prototype.type = function () {
+            return INSPECTOR.Helpers.GET_TYPE(this._obj);
+        };
+        /** Returns the list of properties to be displayed for this adapter */
+        GUIAdapter.prototype.getProperties = function () {
+            var propertiesLines = [];
+            for (var _i = 0, _a = INSPECTOR.PROPERTIES['Control'].properties; _i < _a.length; _i++) {
+                var dirty = _a[_i];
+                var infos = new INSPECTOR.Property(dirty, this._obj);
+                propertiesLines.push(new INSPECTOR.PropertyLine(infos));
+            }
+            if (this._obj instanceof BABYLON.GUI.Button) {
+                for (var _b = 0, _c = INSPECTOR.PROPERTIES['Button'].properties; _b < _c.length; _b++) {
+                    var dirty = _c[_b];
+                    var infos = new INSPECTOR.Property(dirty, this._obj);
+                    propertiesLines.push(new INSPECTOR.PropertyLine(infos));
+                }
+            }
+            if (this._obj instanceof BABYLON.GUI.ColorPicker) {
+                for (var _d = 0, _e = INSPECTOR.PROPERTIES['ColorPicker'].properties; _d < _e.length; _d++) {
+                    var dirty = _e[_d];
+                    var infos = new INSPECTOR.Property(dirty, this._obj);
+                    propertiesLines.push(new INSPECTOR.PropertyLine(infos));
+                }
+            }
+            if (this._obj instanceof BABYLON.GUI.Checkbox) {
+                for (var _f = 0, _g = INSPECTOR.PROPERTIES['Checkbox'].properties; _f < _g.length; _f++) {
+                    var dirty = _g[_f];
+                    var infos = new INSPECTOR.Property(dirty, this._obj);
+                    propertiesLines.push(new INSPECTOR.PropertyLine(infos));
+                }
+            }
+            if (this._obj instanceof BABYLON.GUI.Ellipse) {
+                for (var _h = 0, _j = INSPECTOR.PROPERTIES['Ellipse'].properties; _h < _j.length; _h++) {
+                    var dirty = _j[_h];
+                    var infos = new INSPECTOR.Property(dirty, this._obj);
+                    propertiesLines.push(new INSPECTOR.PropertyLine(infos));
+                }
+            }
+            if (this._obj instanceof BABYLON.GUI.Image) {
+                for (var _k = 0, _l = INSPECTOR.PROPERTIES['Image'].properties; _k < _l.length; _k++) {
+                    var dirty = _l[_k];
+                    var infos = new INSPECTOR.Property(dirty, this._obj);
+                    propertiesLines.push(new INSPECTOR.PropertyLine(infos));
+                }
+            }
+            if (this._obj instanceof BABYLON.GUI.Line) {
+                for (var _m = 0, _o = INSPECTOR.PROPERTIES['Line'].properties; _m < _o.length; _m++) {
+                    var dirty = _o[_m];
+                    var infos = new INSPECTOR.Property(dirty, this._obj);
+                    propertiesLines.push(new INSPECTOR.PropertyLine(infos));
+                }
+            }
+            if (this._obj instanceof BABYLON.GUI.RadioButton) {
+                for (var _p = 0, _q = INSPECTOR.PROPERTIES['RadioButton'].properties; _p < _q.length; _p++) {
+                    var dirty = _q[_p];
+                    var infos = new INSPECTOR.Property(dirty, this._obj);
+                    propertiesLines.push(new INSPECTOR.PropertyLine(infos));
+                }
+            }
+            if (this._obj instanceof BABYLON.GUI.Rectangle) {
+                for (var _r = 0, _s = INSPECTOR.PROPERTIES['Rectangle'].properties; _r < _s.length; _r++) {
+                    var dirty = _s[_r];
+                    var infos = new INSPECTOR.Property(dirty, this._obj);
+                    propertiesLines.push(new INSPECTOR.PropertyLine(infos));
+                }
+            }
+            if (this._obj instanceof BABYLON.GUI.Slider) {
+                for (var _t = 0, _u = INSPECTOR.PROPERTIES['Slider'].properties; _t < _u.length; _t++) {
+                    var dirty = _u[_t];
+                    var infos = new INSPECTOR.Property(dirty, this._obj);
+                    propertiesLines.push(new INSPECTOR.PropertyLine(infos));
+                }
+            }
+            if (this._obj instanceof BABYLON.GUI.StackPanel) {
+                for (var _v = 0, _w = INSPECTOR.PROPERTIES['StackPanel'].properties; _v < _w.length; _v++) {
+                    var dirty = _w[_v];
+                    var infos = new INSPECTOR.Property(dirty, this._obj);
+                    propertiesLines.push(new INSPECTOR.PropertyLine(infos));
+                }
+            }
+            if (this._obj instanceof BABYLON.GUI.TextBlock) {
+                for (var _x = 0, _y = INSPECTOR.PROPERTIES['TextBlock'].properties; _x < _y.length; _x++) {
+                    var dirty = _y[_x];
+                    var infos = new INSPECTOR.Property(dirty, this._obj);
+                    propertiesLines.push(new INSPECTOR.PropertyLine(infos));
+                }
+            }
+            if (this._obj instanceof BABYLON.GUI.Container) {
+                for (var _z = 0, _0 = INSPECTOR.PROPERTIES['Container'].properties; _z < _0.length; _z++) {
+                    var dirty = _0[_z];
+                    var infos = new INSPECTOR.Property(dirty, this._obj);
+                    propertiesLines.push(new INSPECTOR.PropertyLine(infos));
+                }
+            }
+            return propertiesLines;
+        };
+        GUIAdapter.prototype.getTools = function () {
+            var tools = [];
+            tools.push(new INSPECTOR.Checkbox(this));
+            return tools;
+        };
+        GUIAdapter.prototype.setVisible = function (b) {
+            this._obj.isVisible = b;
+        };
+        GUIAdapter.prototype.isVisible = function () {
+            return this._obj.isVisible;
+        };
+        return GUIAdapter;
+    }(INSPECTOR.Adapter));
+    INSPECTOR.GUIAdapter = GUIAdapter;
+})(INSPECTOR || (INSPECTOR = {}));
+
+//# sourceMappingURL=GUIAdapter.js.map
+
+var __extends = (this && this.__extends) || (function () {
+    var extendStatics = Object.setPrototypeOf ||
+        ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
+        function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
+    return function (d, b) {
+        extendStatics(d, b);
+        function __() { this.constructor = d; }
+        d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
+    };
+})();
+var INSPECTOR;
+(function (INSPECTOR) {
     var SoundAdapter = (function (_super) {
         __extends(SoundAdapter, _super);
         function SoundAdapter(obj) {
@@ -1952,8 +2214,6 @@ var INSPECTOR;
     INSPECTOR.CubeTextureElement = CubeTextureElement;
 })(INSPECTOR || (INSPECTOR = {}));
 
-//# sourceMappingURL=CubeTextureElement.js.map
-
 var __extends = (this && this.__extends) || (function () {
     var extendStatics = Object.setPrototypeOf ||
         ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
@@ -1998,8 +2258,6 @@ var INSPECTOR;
     INSPECTOR.HDRCubeTextureElement = HDRCubeTextureElement;
 })(INSPECTOR || (INSPECTOR = {}));
 
-//# sourceMappingURL=HDRCubeTextureElement.js.map
-
 var __extends = (this && this.__extends) || (function () {
     var extendStatics = Object.setPrototypeOf ||
         ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
@@ -2581,6 +2839,61 @@ var __extends = (this && this.__extends) || (function () {
 })();
 var INSPECTOR;
 (function (INSPECTOR) {
+    var GUITab = (function (_super) {
+        __extends(GUITab, _super);
+        function GUITab(tabbar, inspector) {
+            return _super.call(this, tabbar, 'GUI', inspector) || this;
+        }
+        /* Overrides super */
+        GUITab.prototype._getTree = function () {
+            var _this = this;
+            var arr = [];
+            // Recursive method building the tree panel
+            var createNode = function (obj) {
+                var descendants = obj.children;
+                if (descendants && descendants.length > 0) {
+                    var node = new INSPECTOR.TreeItem(_this, new INSPECTOR.GUIAdapter(obj));
+                    for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
+                        var child = descendants_1[_i];
+                        var n = createNode(child);
+                        node.add(n);
+                    }
+                    node.update();
+                    return node;
+                }
+                else {
+                    return new INSPECTOR.TreeItem(_this, new INSPECTOR.GUIAdapter(obj));
+                }
+            };
+            // get all textures from the first scene
+            var instances = this._inspector.scene;
+            for (var _i = 0, _a = instances.textures; _i < _a.length; _i++) {
+                var tex = _a[_i];
+                //only get GUI's textures
+                if (tex instanceof BABYLON.GUI.AdvancedDynamicTexture) {
+                    var node = createNode(tex._rootContainer);
+                    arr.push(node);
+                }
+            }
+            return arr;
+        };
+        return GUITab;
+    }(INSPECTOR.PropertyTab));
+    INSPECTOR.GUITab = GUITab;
+})(INSPECTOR || (INSPECTOR = {}));
+
+var __extends = (this && this.__extends) || (function () {
+    var extendStatics = Object.setPrototypeOf ||
+        ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
+        function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
+    return function (d, b) {
+        extendStatics(d, b);
+        function __() { this.constructor = d; }
+        d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
+    };
+})();
+var INSPECTOR;
+(function (INSPECTOR) {
     var SoundTab = (function (_super) {
         __extends(SoundTab, _super);
         function SoundTab(tabbar, inspector) {
@@ -3626,6 +3939,7 @@ var INSPECTOR;
             _this._tabs.push(new INSPECTOR.ShaderTab(_this, _this._inspector));
             _this._tabs.push(new INSPECTOR.LightTab(_this, _this._inspector));
             _this._tabs.push(new INSPECTOR.MaterialTab(_this, _this._inspector));
+            _this._tabs.push(new INSPECTOR.GUITab(_this, _this._inspector));
             _this._tabs.push(new INSPECTOR.CameraTab(_this, _this._inspector));
             _this._tabs.push(new INSPECTOR.SoundTab(_this, _this._inspector));
             _this._toolBar = new INSPECTOR.Toolbar(_this._inspector);

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


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


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+ 1 - 1
dist/preview release/loaders/babylon.glTF2FileLoader.min.js


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


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


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


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


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


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


+ 5 - 0
src/Materials/babylon.materialHelper.ts

@@ -169,6 +169,11 @@
             for (var index = lightIndex; index < maxSimultaneousLights; index++) {
                 if (defines["LIGHT" + index] !== undefined) {
                     defines["LIGHT" + index] = false;
+                    defines["HEMILIGHT" + lightIndex] = false;
+                    defines["POINTLIGHT" + lightIndex] = false;
+                    defines["DIRLIGHT" + lightIndex] = false;                    
+                    defines["SPOTLIGHT" + lightIndex] = false;
+                    defines["SHADOW" + lightIndex] = false;
                 }
             }