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@@ -6288,7 +6288,8 @@ var BABYLON;
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});
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texture.onLoadedCallbacks = [];
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};
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- var partialLoad = function (url, index, loadedImages, scene, onfinish) {
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+ var partialLoad = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
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+ if (onErrorCallBack === void 0) { onErrorCallBack = null; }
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var img;
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var onload = function () {
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loadedImages[index] = img;
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@@ -6300,15 +6301,19 @@ var BABYLON;
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};
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var onerror = function () {
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scene._removePendingData(img);
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+ if (onErrorCallBack) {
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+ onErrorCallBack();
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+ }
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};
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img = BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
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scene._addPendingData(img);
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};
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- var cascadeLoad = function (rootUrl, scene, onfinish, files) {
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+ var cascadeLoad = function (rootUrl, scene, onfinish, files, onError) {
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+ if (onError === void 0) { onError = null; }
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var loadedImages = [];
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loadedImages._internalCount = 0;
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for (var index = 0; index < 6; index++) {
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- partialLoad(files[index], index, loadedImages, scene, onfinish);
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+ partialLoad(files[index], index, loadedImages, scene, onfinish, onError);
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}
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};
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var InstancingAttributeInfo = (function () {
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@@ -8226,8 +8231,10 @@ var BABYLON;
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this._loadedTexturesCache.push(texture);
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return texture;
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};
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- Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap) {
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+ Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError) {
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var _this = this;
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+ if (onLoad === void 0) { onLoad = null; }
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+ if (onError === void 0) { onError = null; }
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var gl = this._gl;
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var texture = gl.createTexture();
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texture.isCube = true;
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@@ -8254,7 +8261,7 @@ var BABYLON;
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texture._width = info.width;
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texture._height = info.height;
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texture.isReady = true;
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- }, null, null, true);
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+ }, null, null, true, onError);
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}
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else {
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cascadeLoad(rootUrl, scene, function (imgs) {
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@@ -8285,7 +8292,10 @@ var BABYLON;
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texture._width = width;
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texture._height = height;
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texture.isReady = true;
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- }, files);
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+ if (onLoad) {
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+ onLoad();
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+ }
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+ }, files, onError);
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}
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this._loadedTexturesCache.push(texture);
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return texture;
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@@ -23166,7 +23176,9 @@ var BABYLON;
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(function (BABYLON) {
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var CubeTexture = (function (_super) {
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__extends(CubeTexture, _super);
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- function CubeTexture(rootUrl, scene, extensions, noMipmap, files) {
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+ function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError) {
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+ if (onLoad === void 0) { onLoad = null; }
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+ if (onError === void 0) { onError = null; }
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_super.call(this, scene);
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this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
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this.name = rootUrl;
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@@ -23190,12 +23202,20 @@ var BABYLON;
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this._files = files;
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if (!this._texture) {
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if (!scene.useDelayedTextureLoading) {
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- this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap);
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+ this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError);
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}
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else {
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this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
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}
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}
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+ else {
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+ if (this._texture.isReady) {
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+ BABYLON.Tools.SetImmediate(function () { return onLoad(); });
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+ }
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+ else {
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+ this._texture.onLoadedCallbacks.push(onLoad);
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+ }
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+ }
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this.isCube = true;
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this._textureMatrix = BABYLON.Matrix.Identity();
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}
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@@ -48744,7 +48764,7 @@ var BABYLON;
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// Why before rendering the canvas? because some primitives may move and get away/under the mouse cursor (which is not moving). So we need to update at both location in order to always have an accurate list, which is needed for the hover state change.
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this._updateIntersectionList(this._primPointerInfo.canvasPointerPos, capturedPrim !== null, true);
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// Update the over status, same as above, it's could be done here or during rendering, but will be performed only once per render frame
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- this._updateOverStatus();
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+ this._updateOverStatus(true);
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// Check if we have nothing to raise
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if (!this._actualOverPrimitive && !capturedPrim) {
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return;
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@@ -48847,11 +48867,14 @@ var BABYLON;
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this._actualIntersectionList = ii.intersectedPrimitives;
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this._previousOverPrimitive = this._actualOverPrimitive;
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this._actualOverPrimitive = ii.topMostIntersectedPrimitive;
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+ if (this._previousOverPrimitive && this._actualOverPrimitive && this._previousOverPrimitive.prim !== this._actualOverPrimitive.prim) {
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+ console.log("changed");
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+ }
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this._intersectionRenderId = this.scene.getRenderId();
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};
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// Based on the previousIntersectionList and the actualInstersectionList we can determined which primitives are being hover state or loosing it
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- Canvas2D.prototype._updateOverStatus = function () {
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- if ((this.scene.getRenderId() === this._hoverStatusRenderId) || !this._previousIntersectionList || !this._actualIntersectionList) {
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+ Canvas2D.prototype._updateOverStatus = function (force) {
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+ if ((!force && (this.scene.getRenderId() === this._hoverStatusRenderId)) || !this._previousIntersectionList || !this._actualIntersectionList) {
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return;
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}
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// Detect a change of over
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@@ -48981,6 +49004,7 @@ var BABYLON;
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var ppi = _this._primPointerInfo;
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var capturedPrim = _this.getCapturedPrimitive(ppi.pointerId);
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_this._updateIntersectionList(ppi.canvasPointerPos, capturedPrim !== null, true);
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+ _this._updateOverStatus(false);
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var ii = new BABYLON.IntersectInfo2D();
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ii.pickPosition = ppi.canvasPointerPos.clone();
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ii.findFirstOnly = false;
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@@ -49497,7 +49521,7 @@ var BABYLON;
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this._updateCanvasState(false);
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if (this._primPointerInfo.canvasPointerPos) {
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this._updateIntersectionList(this._primPointerInfo.canvasPointerPos, false, false);
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- this._updateOverStatus(); // TODO this._primPointerInfo may not be up to date!
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+ this._updateOverStatus(false); // TODO this._primPointerInfo may not be up to date!
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}
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this.engine.setState(false);
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this._groupRender();
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@@ -54017,6 +54041,35 @@ var BABYLON;
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return TextureAssetTask;
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}());
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BABYLON.TextureAssetTask = TextureAssetTask;
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+ var CubeTextureAssetTask = (function () {
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+ function CubeTextureAssetTask(name, url, extensions, noMipmap, files) {
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+ this.name = name;
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+ this.url = url;
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+ this.extensions = extensions;
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+ this.noMipmap = noMipmap;
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+ this.files = files;
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+ this.isCompleted = false;
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+ }
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+ CubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
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+ var _this = this;
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+ var onload = function () {
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+ _this.isCompleted = true;
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+ if (_this.onSuccess) {
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+ _this.onSuccess(_this);
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+ }
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+ onSuccess();
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+ };
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+ var onerror = function () {
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+ if (_this.onError) {
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+ _this.onError(_this);
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+ }
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+ onError();
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+ };
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+ this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
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+ };
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+ return CubeTextureAssetTask;
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+ }());
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+ BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
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var AssetsManager = (function () {
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function AssetsManager(scene) {
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this.tasks = new Array();
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