Browse Source

Merge remote-tracking branch 'BabylonJS/master' into orientation-fix

Raanan Weber 9 năm trước cách đây
mục cha
commit
511dff9cc1

+ 2 - 0
.gitignore

@@ -44,6 +44,8 @@ ipch/
 *.ncb
 *.opensdf
 *.sdf
+*.VC.db
+*.VC.opendb
 
 # Visual Studio profiler
 *.psess

+ 9 - 0
Exporters/3ds Max/BabylonExport.Entities/BabylonMesh.cs

@@ -51,6 +51,12 @@ namespace BabylonExport.Entities
         public float[] matricesWeights { get; set; }
 
         [DataMember]
+        public int[] matricesIndicesExtra { get; set; }
+
+        [DataMember]
+        public float[] matricesWeightsExtra { get; set; }
+
+        [DataMember]
         public int[] indices { get; set; }
 
         [DataMember]
@@ -78,6 +84,9 @@ namespace BabylonExport.Entities
         public int skeletonId { get; set; }
 
         [DataMember]
+        public int numBoneInfluencers { get; set; }
+
+        [DataMember]
         public bool showBoundingBox { get; set; }
 
         [DataMember]

BIN
Exporters/3ds Max/Max2Babylon-0.4.6.zip


+ 277 - 0
Exporters/3ds Max/Max2Babylon/2017/Max2Babylon2017.csproj

@@ -0,0 +1,277 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
+  <PropertyGroup>
+    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
+    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
+    <ProjectGuid>{2F49C726-A1F8-40D4-859F-1355949608DC}</ProjectGuid>
+    <OutputType>Library</OutputType>
+    <AppDesignerFolder>Properties</AppDesignerFolder>
+    <RootNamespace>Max2Babylon</RootNamespace>
+    <AssemblyName>Max2Babylon</AssemblyName>
+    <TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
+    <FileAlignment>512</FileAlignment>
+    <TargetFrameworkProfile />
+    <SccProjectName>SAK</SccProjectName>
+    <SccLocalPath>SAK</SccLocalPath>
+    <SccAuxPath>SAK</SccAuxPath>
+    <SccProvider>SAK</SccProvider>
+    <SolutionDir Condition="$(SolutionDir) == '' Or $(SolutionDir) == '*Undefined*'">..\</SolutionDir>
+    <RestorePackages>true</RestorePackages>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
+    <DebugSymbols>true</DebugSymbols>
+    <DebugType>full</DebugType>
+    <Optimize>false</Optimize>
+    <OutputPath>C:\Program Files\Autodesk\3ds Max 2017\bin\assemblies\</OutputPath>
+    <DefineConstants>TRACE;DEBUG;MAX2017</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+    <Prefer32Bit>false</Prefer32Bit>
+    <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
+    <DebugType>pdbonly</DebugType>
+    <Optimize>true</Optimize>
+    <OutputPath>C:\Program Files\Autodesk\3ds Max 2013\bin\assemblies\</OutputPath>
+    <DefineConstants>TRACE;MAX2015</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+    <Prefer32Bit>false</Prefer32Bit>
+  </PropertyGroup>
+  <ItemGroup>
+    <Reference Include="Autodesk.Max, Version=17.0.630.0, Culture=neutral, processorArchitecture=MSIL">
+      <SpecificVersion>False</SpecificVersion>
+      <HintPath>..\..\..\..\..\Repos\Babylon.js\Exporters\3ds Max\Max2Babylon\2015\Refs\Autodesk.Max.dll</HintPath>
+      <Private>False</Private>
+    </Reference>
+    <Reference Include="Newtonsoft.Json, Version=7.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed, processorArchitecture=MSIL">
+      <HintPath>..\..\packages\Newtonsoft.Json.7.0.1\lib\net45\Newtonsoft.Json.dll</HintPath>
+      <Private>True</Private>
+    </Reference>
+    <Reference Include="SharpDX, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
+      <SpecificVersion>False</SpecificVersion>
+      <HintPath>..\..\BabylonExport.Core\Refs\SharpDX.dll</HintPath>
+    </Reference>
+    <Reference Include="System" />
+    <Reference Include="System.Core" />
+    <Reference Include="System.Drawing" />
+    <Reference Include="System.Runtime.Serialization" />
+    <Reference Include="System.Web" />
+    <Reference Include="System.Windows.Forms" />
+    <Reference Include="System.Data.DataSetExtensions" />
+    <Reference Include="Microsoft.CSharp" />
+    <Reference Include="System.Data" />
+    <Reference Include="System.Xml" />
+  </ItemGroup>
+  <ItemGroup>
+    <Compile Include="..\BabylonActionCallback.cs">
+      <Link>BabylonActionCallback.cs</Link>
+    </Compile>
+    <Compile Include="..\BabylonExportActionItem.cs">
+      <Link>BabylonExportActionItem.cs</Link>
+    </Compile>
+    <Compile Include="..\BabylonPropertiesActionItem.cs">
+      <Link>BabylonPropertiesActionItem.cs</Link>
+    </Compile>
+    <Compile Include="..\Descriptor.cs">
+      <Link>Descriptor.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\ActionBuilder\BabylonActionsBuilderActionItem.cs">
+      <Link>Exporter\ActionBuilder\BabylonActionsBuilderActionItem.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\ActionBuilder\BabylonExporter.Action.cs">
+      <Link>Exporter\ActionBuilder\BabylonExporter.Action.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.Animation.cs">
+      <Link>Exporter\BabylonExporter.Animation.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.Camera.cs">
+      <Link>Exporter\BabylonExporter.Camera.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.cs">
+      <Link>Exporter\BabylonExporter.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.Light.cs">
+      <Link>Exporter\BabylonExporter.Light.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.Material.cs">
+      <Link>Exporter\BabylonExporter.Material.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.Mesh.cs">
+      <Link>Exporter\BabylonExporter.Mesh.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.ShadowGenerator.cs">
+      <Link>Exporter\BabylonExporter.ShadowGenerator.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.Skeleton.cs">
+      <Link>Exporter\BabylonExporter.Skeleton.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.Texture.cs">
+      <Link>Exporter\BabylonExporter.Texture.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\GlobalVertex.cs">
+      <Link>Exporter\GlobalVertex.cs</Link>
+    </Compile>
+    <Compile Include="..\Forms\ActionsBuilderForm.cs">
+      <Link>Forms\ActionsBuilderForm.cs</Link>
+      <SubType>Form</SubType>
+    </Compile>
+    <Compile Include="..\Forms\ActionsBuilderForm.designer.cs">
+      <Link>Forms\ActionsBuilderForm.designer.cs</Link>
+      <DependentUpon>ActionsBuilderForm.cs</DependentUpon>
+    </Compile>
+    <Compile Include="..\Forms\CameraPropertiesForm.cs">
+      <Link>Forms\CameraPropertiesForm.cs</Link>
+      <SubType>Form</SubType>
+    </Compile>
+    <Compile Include="..\Forms\CameraPropertiesForm.Designer.cs">
+      <Link>Forms\CameraPropertiesForm.Designer.cs</Link>
+      <DependentUpon>CameraPropertiesForm.cs</DependentUpon>
+    </Compile>
+    <Compile Include="..\Forms\ExporterForm.cs">
+      <Link>Forms\ExporterForm.cs</Link>
+      <SubType>Form</SubType>
+    </Compile>
+    <Compile Include="..\Forms\ExporterForm.Designer.cs">
+      <Link>Forms\ExporterForm.Designer.cs</Link>
+      <DependentUpon>ExporterForm.cs</DependentUpon>
+    </Compile>
+    <Compile Include="..\Forms\LightPropertiesForm.cs">
+      <Link>Forms\LightPropertiesForm.cs</Link>
+      <SubType>Form</SubType>
+    </Compile>
+    <Compile Include="..\Forms\LightPropertiesForm.Designer.cs">
+      <Link>Forms\LightPropertiesForm.Designer.cs</Link>
+      <DependentUpon>LightPropertiesForm.cs</DependentUpon>
+    </Compile>
+    <Compile Include="..\Forms\ObjectPropertiesForm.cs">
+      <Link>Forms\ObjectPropertiesForm.cs</Link>
+      <SubType>Form</SubType>
+    </Compile>
+    <Compile Include="..\Forms\ObjectPropertiesForm.Designer.cs">
+      <Link>Forms\ObjectPropertiesForm.Designer.cs</Link>
+      <DependentUpon>ObjectPropertiesForm.cs</DependentUpon>
+    </Compile>
+    <Compile Include="..\Forms\ScenePropertiesForm.cs">
+      <Link>Forms\ScenePropertiesForm.cs</Link>
+      <SubType>Form</SubType>
+    </Compile>
+    <Compile Include="..\Forms\ScenePropertiesForm.Designer.cs">
+      <Link>Forms\ScenePropertiesForm.Designer.cs</Link>
+      <DependentUpon>ScenePropertiesForm.cs</DependentUpon>
+    </Compile>
+    <Compile Include="..\Forms\Vector3Control.cs">
+      <Link>Forms\Vector3Control.cs</Link>
+      <SubType>UserControl</SubType>
+    </Compile>
+    <Compile Include="..\Forms\Vector3Control.Designer.cs">
+      <Link>Forms\Vector3Control.Designer.cs</Link>
+      <DependentUpon>Vector3Control.cs</DependentUpon>
+    </Compile>
+    <Compile Include="..\GlobalUtility.cs">
+      <Link>GlobalUtility.cs</Link>
+    </Compile>
+    <Compile Include="..\JsonTextWriterOptimized.cs">
+      <Link>JsonTextWriterOptimized.cs</Link>
+    </Compile>
+    <Compile Include="..\Loader.cs">
+      <Link>Loader.cs</Link>
+    </Compile>
+    <Compile Include="..\Tools\Tools.cs">
+      <Link>Tools\Tools.cs</Link>
+    </Compile>
+    <Compile Include="..\Tools\VNormal.cs">
+      <Link>Tools\VNormal.cs</Link>
+    </Compile>
+    <Compile Include="..\Tools\WebServer.cs">
+      <Link>Tools\WebServer.cs</Link>
+    </Compile>
+    <Compile Include="Properties\AssemblyInfo.cs" />
+    <Compile Include="Properties\Resources.Designer.cs">
+      <AutoGen>True</AutoGen>
+      <DesignTime>True</DesignTime>
+      <DependentUpon>Resources.resx</DependentUpon>
+    </Compile>
+  </ItemGroup>
+  <ItemGroup>
+    <Content Include="Refs\Autodesk.Max.dll" />
+  </ItemGroup>
+  <ItemGroup>
+    <EmbeddedResource Include="..\Forms\ActionsBuilderForm.resx">
+      <Link>Forms\ActionsBuilderForm.resx</Link>
+      <DependentUpon>ActionsBuilderForm.cs</DependentUpon>
+    </EmbeddedResource>
+    <EmbeddedResource Include="..\Forms\CameraPropertiesForm.resx">
+      <Link>Forms\CameraPropertiesForm.resx</Link>
+      <DependentUpon>CameraPropertiesForm.cs</DependentUpon>
+    </EmbeddedResource>
+    <EmbeddedResource Include="..\Forms\ExporterForm.resx">
+      <Link>Forms\ExporterForm.resx</Link>
+      <DependentUpon>ExporterForm.cs</DependentUpon>
+    </EmbeddedResource>
+    <EmbeddedResource Include="..\Forms\LightPropertiesForm.resx">
+      <Link>Forms\LightPropertiesForm.resx</Link>
+      <DependentUpon>LightPropertiesForm.cs</DependentUpon>
+    </EmbeddedResource>
+    <EmbeddedResource Include="..\Forms\ObjectPropertiesForm.resx">
+      <Link>Forms\ObjectPropertiesForm.resx</Link>
+      <DependentUpon>ObjectPropertiesForm.cs</DependentUpon>
+    </EmbeddedResource>
+    <EmbeddedResource Include="..\Forms\ScenePropertiesForm.resx">
+      <Link>Forms\ScenePropertiesForm.resx</Link>
+      <DependentUpon>ScenePropertiesForm.cs</DependentUpon>
+    </EmbeddedResource>
+    <EmbeddedResource Include="..\Forms\Vector3Control.resx">
+      <Link>Forms\Vector3Control.resx</Link>
+      <DependentUpon>Vector3Control.cs</DependentUpon>
+    </EmbeddedResource>
+    <EmbeddedResource Include="Properties\Resources.resx">
+      <Generator>ResXFileCodeGenerator</Generator>
+      <LastGenOutput>Resources.Designer.cs</LastGenOutput>
+    </EmbeddedResource>
+  </ItemGroup>
+  <ItemGroup>
+    <ProjectReference Include="..\..\BabylonExport.Entities\BabylonExport.Entities.csproj">
+      <Project>{6150965a-658c-4263-89ad-4f980eb0675d}</Project>
+      <Name>BabylonExport.Entities</Name>
+    </ProjectReference>
+    <ProjectReference Include="..\..\BabylonFileConverter\BabylonFileConverter.csproj">
+      <Project>{a6b76356-1d1c-4c82-8199-a6406da85a95}</Project>
+      <Name>BabylonFileConverter</Name>
+    </ProjectReference>
+  </ItemGroup>
+  <ItemGroup>
+    <WCFMetadata Include="Service References\" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="packages.config" />
+  </ItemGroup>
+  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
+  <Import Project="$(SolutionDir)\.nuget\NuGet.targets" Condition="Exists('$(SolutionDir)\.nuget\NuGet.targets')" />
+  <Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
+    <PropertyGroup>
+      <ErrorText>This project references NuGet package(s) that are missing on this computer. Enable NuGet Package Restore to download them.  For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
+    </PropertyGroup>
+    <Error Condition="!Exists('$(SolutionDir)\.nuget\NuGet.targets')" Text="$([System.String]::Format('$(ErrorText)', '$(SolutionDir)\.nuget\NuGet.targets'))" />
+  </Target>
+  <PropertyGroup>
+    <PostBuildEvent>mkdir "$(OutDir)BabylonActionsBuilder"
+mkdir "$(OutDir)BabylonActionsBuilder\fonts"
+mkdir "$(OutDir)BabylonActionsBuilder\fonts\SinkinSans"
+copy "$(SolutionDir)ActionsBuilder\Sources\fonts.css" "$(OutDir)BabylonActionsBuilder\fonts.css"
+copy "$(SolutionDir)ActionsBuilder\Sources\index.css" "$(OutDir)BabylonActionsBuilder\index.css"
+copy "$(SolutionDir)ActionsBuilder\Sources\index.html" "$(OutDir)BabylonActionsBuilder\index.html"
+copy "$(SolutionDir)ActionsBuilder\Sources\actionsbuilder.max.js" "$(OutDir)BabylonActionsBuilder\actionsbuilder.max.js"
+copy "$(SolutionDir)ActionsBuilder\Sources\raphael.js" "$(OutDir)BabylonActionsBuilder\raphael.js"
+copy "$(SolutionDir)babylon.max.js" "$(OutDir)BabylonActionsBuilder\babylon.max.js"
+copy "$(SolutionDir)ActionsBuilder\Sources\fonts\SinkinSans\" "$(OutDir)BabylonActionsBuilder\fonts\SinkinSans\"</PostBuildEvent>
+  </PropertyGroup>
+  <!-- To modify your build process, add your task inside one of the targets below and uncomment it. 
+       Other similar extension points exist, see Microsoft.Common.targets.
+  <Target Name="BeforeBuild">
+  </Target>
+  <Target Name="AfterBuild">
+  </Target>
+  -->
+</Project>

+ 36 - 0
Exporters/3ds Max/Max2Babylon/2017/Properties/AssemblyInfo.cs

@@ -0,0 +1,36 @@
+using System.Reflection;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+
+// General Information about an assembly is controlled through the following 
+// set of attributes. Change these attribute values to modify the information
+// associated with an assembly.
+[assembly: AssemblyTitle("Max2Babylon")]
+[assembly: AssemblyDescription("")]
+[assembly: AssemblyConfiguration("")]
+[assembly: AssemblyCompany("")]
+[assembly: AssemblyProduct("Max2Babylon")]
+[assembly: AssemblyCopyright("Copyright ©  2014")]
+[assembly: AssemblyTrademark("")]
+[assembly: AssemblyCulture("")]
+
+// Setting ComVisible to false makes the types in this assembly not visible 
+// to COM components.  If you need to access a type in this assembly from 
+// COM, set the ComVisible attribute to true on that type.
+[assembly: ComVisible(false)]
+
+// The following GUID is for the ID of the typelib if this project is exposed to COM
+[assembly: Guid("2d621b1c-3661-49bd-8dd3-4c5de51fce94")]
+
+// Version information for an assembly consists of the following four values:
+//
+//      Major Version
+//      Minor Version 
+//      Build Number
+//      Revision
+//
+// You can specify all the values or you can default the Build and Revision Numbers 
+// by using the '*' as shown below:
+// [assembly: AssemblyVersion("1.0.*")]
+[assembly: AssemblyVersion("1.0.0.0")]
+[assembly: AssemblyFileVersion("1.0.0.0")]

+ 63 - 0
Exporters/3ds Max/Max2Babylon/2017/Properties/Resources.Designer.cs

@@ -0,0 +1,63 @@
+//------------------------------------------------------------------------------
+// <auto-generated>
+//     This code was generated by a tool.
+//     Runtime Version:4.0.30319.34014
+//
+//     Changes to this file may cause incorrect behavior and will be lost if
+//     the code is regenerated.
+// </auto-generated>
+//------------------------------------------------------------------------------
+
+namespace Max2Babylon.Properties {
+    using System;
+    
+    
+    /// <summary>
+    ///   A strongly-typed resource class, for looking up localized strings, etc.
+    /// </summary>
+    // This class was auto-generated by the StronglyTypedResourceBuilder
+    // class via a tool like ResGen or Visual Studio.
+    // To add or remove a member, edit your .ResX file then rerun ResGen
+    // with the /str option, or rebuild your VS project.
+    [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
+    [global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
+    [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
+    internal class Resources {
+        
+        private static global::System.Resources.ResourceManager resourceMan;
+        
+        private static global::System.Globalization.CultureInfo resourceCulture;
+        
+        [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
+        internal Resources() {
+        }
+        
+        /// <summary>
+        ///   Returns the cached ResourceManager instance used by this class.
+        /// </summary>
+        [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
+        internal static global::System.Resources.ResourceManager ResourceManager {
+            get {
+                if (object.ReferenceEquals(resourceMan, null)) {
+                    global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Max2Babylon.Properties.Resources", typeof(Resources).Assembly);
+                    resourceMan = temp;
+                }
+                return resourceMan;
+            }
+        }
+        
+        /// <summary>
+        ///   Overrides the current thread's CurrentUICulture property for all
+        ///   resource lookups using this strongly typed resource class.
+        /// </summary>
+        [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
+        internal static global::System.Globalization.CultureInfo Culture {
+            get {
+                return resourceCulture;
+            }
+            set {
+                resourceCulture = value;
+            }
+        }
+    }
+}

+ 120 - 0
Exporters/3ds Max/Max2Babylon/2017/Properties/Resources.resx

@@ -0,0 +1,120 @@
+<?xml version="1.0" encoding="utf-8"?>
+<root>
+  <!-- 
+    Microsoft ResX Schema 
+    
+    Version 2.0
+    
+    The primary goals of this format is to allow a simple XML format 
+    that is mostly human readable. The generation and parsing of the 
+    various data types are done through the TypeConverter classes 
+    associated with the data types.
+    
+    Example:
+    
+    ... ado.net/XML headers & schema ...
+    <resheader name="resmimetype">text/microsoft-resx</resheader>
+    <resheader name="version">2.0</resheader>
+    <resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
+    <resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
+    <data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
+    <data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
+    <data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
+        <value>[base64 mime encoded serialized .NET Framework object]</value>
+    </data>
+    <data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
+        <value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
+        <comment>This is a comment</comment>
+    </data>
+                
+    There are any number of "resheader" rows that contain simple 
+    name/value pairs.
+    
+    Each data row contains a name, and value. The row also contains a 
+    type or mimetype. Type corresponds to a .NET class that support 
+    text/value conversion through the TypeConverter architecture. 
+    Classes that don't support this are serialized and stored with the 
+    mimetype set.
+    
+    The mimetype is used for serialized objects, and tells the 
+    ResXResourceReader how to depersist the object. This is currently not 
+    extensible. For a given mimetype the value must be set accordingly:
+    
+    Note - application/x-microsoft.net.object.binary.base64 is the format 
+    that the ResXResourceWriter will generate, however the reader can 
+    read any of the formats listed below.
+    
+    mimetype: application/x-microsoft.net.object.binary.base64
+    value   : The object must be serialized with 
+            : System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
+            : and then encoded with base64 encoding.
+    
+    mimetype: application/x-microsoft.net.object.soap.base64
+    value   : The object must be serialized with 
+            : System.Runtime.Serialization.Formatters.Soap.SoapFormatter
+            : and then encoded with base64 encoding.
+
+    mimetype: application/x-microsoft.net.object.bytearray.base64
+    value   : The object must be serialized into a byte array 
+            : using a System.ComponentModel.TypeConverter
+            : and then encoded with base64 encoding.
+    -->
+  <xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
+    <xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
+    <xsd:element name="root" msdata:IsDataSet="true">
+      <xsd:complexType>
+        <xsd:choice maxOccurs="unbounded">
+          <xsd:element name="metadata">
+            <xsd:complexType>
+              <xsd:sequence>
+                <xsd:element name="value" type="xsd:string" minOccurs="0" />
+              </xsd:sequence>
+              <xsd:attribute name="name" use="required" type="xsd:string" />
+              <xsd:attribute name="type" type="xsd:string" />
+              <xsd:attribute name="mimetype" type="xsd:string" />
+              <xsd:attribute ref="xml:space" />
+            </xsd:complexType>
+          </xsd:element>
+          <xsd:element name="assembly">
+            <xsd:complexType>
+              <xsd:attribute name="alias" type="xsd:string" />
+              <xsd:attribute name="name" type="xsd:string" />
+            </xsd:complexType>
+          </xsd:element>
+          <xsd:element name="data">
+            <xsd:complexType>
+              <xsd:sequence>
+                <xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
+                <xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
+              </xsd:sequence>
+              <xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
+              <xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
+              <xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
+              <xsd:attribute ref="xml:space" />
+            </xsd:complexType>
+          </xsd:element>
+          <xsd:element name="resheader">
+            <xsd:complexType>
+              <xsd:sequence>
+                <xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
+              </xsd:sequence>
+              <xsd:attribute name="name" type="xsd:string" use="required" />
+            </xsd:complexType>
+          </xsd:element>
+        </xsd:choice>
+      </xsd:complexType>
+    </xsd:element>
+  </xsd:schema>
+  <resheader name="resmimetype">
+    <value>text/microsoft-resx</value>
+  </resheader>
+  <resheader name="version">
+    <value>2.0</value>
+  </resheader>
+  <resheader name="reader">
+    <value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
+  </resheader>
+  <resheader name="writer">
+    <value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
+  </resheader>
+</root>

Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 25 - 25
dist/preview release/babylon.core.js


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dist/preview release/babylon.d.ts


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dist/preview release/babylon.js


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dist/preview release/babylon.max.js


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dist/preview release/babylon.noworker.js


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dist/preview release/what's new.md

@@ -1,22 +1,28 @@
 - 2.4.0:
-  - **Major updates**
+  - **Major updates**    
     - New refraction channel for Standard material (including fresnel support). Refraction texture can be provided by a reflection probe or a refraction texture. [See demo here](http://www.babylonjs.com/Demos/refraction/) ([deltakosh](https://github.com/deltakosh))
     - Added support for HDR cubemaps ([sebavan](https://github.com/sebavan))
     - Support for shaders includes ([deltakosh](https://github.com/deltakosh))
-    - new mesh type : `LineSystem` ([jerome](https://github.com/jbousquie))
+    - New mesh type : `LineSystem` ([jerome](https://github.com/jbousquie))
     - SerializationHelper for complex classes using TypeScript decorators ([deltakosh](https://github.com/deltakosh))
-    - StandardMaterial now supports Parallax and Parallax Occlusion Mapping ([nockawa](https://github.com/nockawa))
-    - Animations blending. See [demo here](http://www.babylonjs-playground.com/#2BLI9T#3). More [info here](NEED DOC!) ([deltakosh](https://github.com/deltakosh))
-    - New debuger tool: SkeletonViewer. See [demo here](Demo available here: http://www.babylonjs-playground.com/#1BZJVJ#8) (Adam & [deltakosh](https://github.com/deltakosh))
-    - Added Camera Inputs Manager to manage camera inputs (mouse, touch, keyboard, gamepad, ...) in a composable way, without relying on class inheritance [gleborgne](https://github.com/gleborgne)
+    - StandardMaterial now supports Parallax and Parallax Occlusion Mapping ([tutorial](http://doc.babylonjs.com/tutorials/Using_parallax_mapping)) ([nockawa](https://github.com/nockawa))
+    - Animations blending. See [demo here](http://www.babylonjs-playground.com/#2BLI9T#3). More [info here](http://doc.babylonjs.com/tutorials/Animations#animation-blending) ([deltakosh](https://github.com/deltakosh))
+    - New debuger tool: SkeletonViewer. See [demo here](http://www.babylonjs-playground.com/#1BZJVJ#8) (Adam & [deltakosh](https://github.com/deltakosh))
+    - Added Camera Inputs Manager to manage camera inputs (mouse, touch, keyboard, gamepad, ...) in a composable way, without relying on class inheritance ([gleborgne](https://github.com/gleborgne))
     - Introduced new observable system to handle events ([nockawa](https://github.com/nockawa), [deltakosh](https://github.com/deltakosh))
-    - Added a new VR camera : VRDeviceOrientationArcRotateCamera [temechon](https://github.com/Temechon)
+    - Added a new VR camera : VRDeviceOrientationArcRotateCamera ([temechon](https://github.com/Temechon))
     - Unity3D exporter: Added support for lightmaps ([davrous](https://github.com/davrous), [deltakosh](https://github.com/deltakosh))
     - Unity3D exporter: Added support for export and run (local webserver) ([davrous](https://github.com/davrous), [deltakosh](https://github.com/deltakosh))
     - Moved PBR Material to core ([deltakosh](https://github.com/deltakosh))
+    - StandardMaterial.maxSimultaneousLights can define how many dynamic lights the material can handle ([deltakosh](https://github.com/deltakosh))
+	- Introduced Canvas2D feature: a 2D engine to render primitives, sprites in 2D, text. Canvas2D can be displayed in Screen Space (above the 3D scene) or in World Space to be a part of the Scene. [overview](http://doc.babylonjs.com/overviews/Using_The_Canvas2D), [tutorial](http://doc.babylonjs.com/tutorials/Using_the_Canvas2D) ([nockawa](https://github.com/nockawa))
+	- Added two new types of Texture: FontTexture and MapTexture ([quick doc](http://www.html5gamedevs.com/topic/22565-two-new-texture-types-fonttexture-and-maptexture/)) ([nockawa](https://github.com/nockawa))
+	- Added a dynamic [2D Bin Packing Algorithm](http://stackoverflow.com/questions/8762569/how-is-2d-bin-packing-achieved-programmatically), ([more info here](http://www.html5gamedevs.com/topic/22565-two-new-texture-types-fonttexture-and-maptexture/)) ([nockawa](https://github.com/nockawa))
+	  - Introduced Canvas2D feature: a 2D engine to render primitives, sprites in 2D, text. Canvas2D can be displayed in Screen Space (above the 3D scene) or in World Space to be a part of the Scene. [overview](http://doc.babylonjs.com/overviews/Using_The_Canvas2D), [tutorial](http://doc.babylonjs.com/tutorials/Using_the_Canvas2D) ([nockawa](https://github.com/nockawa))	
   - **Updates**
     - Added postprocess.enablePixelPerfectMode to avoid texture scaling/stretching when dealing with non-power of 2 resolutions. cannot be used on post-processes chain ([deltakosh](https://github.com/deltakosh))
-    - Added skeleton.getBoneIndexByName(boneName: string) [dad72](https://github.com/dad72)
+    - Enabled other post processes to be used when also using a 3D Rig ([jcpalmer](https://github.com/Palmer-JC))
+    - Added skeleton.getBoneIndexByName(boneName: string) ([dad72](https://github.com/dad72))
     - Added node._children to track children hierarchy ([deltakosh](https://github.com/deltakosh))
     - Added Camera.ForceAttachControlToAlwaysPreventDefault to help embedding Babylon.js in iFrames ([deltakosh](https://github.com/deltakosh))
     - Support for Layer.alphaTest ([deltakosh](https://github.com/deltakosh))
@@ -31,8 +37,15 @@
     - LinesMesh class now supports Intersection. Added the intersectionThreshold property to set a tolerance margin during intersection with wire lines. ([nockawa](https://github.com/nockawa))
     - Geometry.boundingBias property to enlarge the boundingInfo objects ([nockawa](https://github.com/nockawa))
     - Tools.ExtractMinAndMax & ExtractMinAndMaxIndexed now supports an optional Bias for Extent computation.
-	- Scene.onPointerObservable property added to enable a unique Observable event for user input (see ArcRotateCamera inputs for examples) ([nockawa](https://github.com/nockawa))
-
+	  - Added StringDictionary<T> class to implement an efficient generic typed string dictionary based on Javascript associative array. ([quick dock](http://www.html5gamedevs.com/topic/22566-be-efficient-my-friend-use-stringdictionary/)) ([nockawa](https://github.com/nockawa))
+	  - Added RectanglePackingMap class to fit several rectangles in a big map in the most optimal way, dynamically. ([nockawa](https://github.com/nockawa))
+	  - Added DynamicFloatArray class to store float32 based elements of a given size (stride) into one big Float32Array, with allocation/free/pack operations to then access an optimal buffer that can be used to update a WebGLBuffer dynamically.([quick doc](http://www.html5gamedevs.com/topic/22567-dynamicfloatarray-to-the-rescue-for-efficient-instanced-array/)) ([nockawa](https://github.com/nockawa))
+	  - Scene.onPointerObservable property added to enable a unique Observable event for user input (see ArcRotateCamera inputs for examples) ([nockawa](https://github.com/nockawa))
+  - **Exporters**
+    - Unity exporter now support skeletons ([sebavan](https://github.com/sebavan))
+    - Support for 3dsmax 2017 ([deltakosh](https://github.com/deltakosh))
+    - Added support for up to 8 bones influences per vertex for 3dsmax exporter ([deltakosh](https://github.com/deltakosh))
+    - Added console logging for .babylon file loading ([jcpalmer](https://github.com/Palmer-JC))
   - **API doc**
     - class `SolidParticleSystem` documented ([jerome](https://github.com/jbousquie))
     - class `MeshBuilder` documented ([jerome](https://github.com/jbousquie))
@@ -43,5 +56,5 @@
     - Fixed bug with OBJ Loader - All meshes were concatenated with the previous one ([Temechon](https://github.com/Temechon))
   - **Breaking changes**
     - `VertexData.CreateLines()` removed as `MeshBuilder.CreateLines()` now calls `MeshBuilder.CreateLineSystem()`
-    - `scene.onNewXXXAdded` and `scene.onXXXRemoved' callbacks were removed and replaced by `scene.onNewXXXAddedObservable` and `scene.onXXXRemovedObservable`
+    - `scene.onNewXXXAdded` and `scene.onXXXRemoved` callbacks were removed and replaced by `scene.onNewXXXAddedObservable` and `scene.onXXXRemovedObservable`
     - `Material.dispose` does not dispose textures by default. You have to call `material.dispose(false, true)` to get the previous behavior.