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remove redundant variables

DESKTOP-QJU4N0L\mityh 8 年之前
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7907348b11

+ 423 - 423
dist/preview release/babylon.d.ts

@@ -4037,124 +4037,6 @@ 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;
-    }
-}
-
-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;
-        /**
-         * Gets the world distance between the min and max points of the bounding box
-         */
-        readonly diagonalLength: number;
-        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;
-        /**
-         * 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;
-    }
-}
-
-declare module BABYLON {
     class Collider {
         radius: Vector3;
         retry: number;
@@ -4526,6 +4408,124 @@ declare module BABYLON.Debug {
 }
 
 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;
+        /**
+         * Gets the world distance between the min and max points of the bounding box
+         */
+        readonly diagonalLength: number;
+        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;
+        /**
+         * 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;
+    }
+}
+
+declare module BABYLON {
     class KeyboardEventTypes {
         static _KEYDOWN: number;
         static _KEYUP: number;
@@ -9210,70 +9210,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class MorphTarget {
-        name: string;
-        animations: Animation[];
-        private _positions;
-        private _normals;
-        private _tangents;
-        private _influence;
-        onInfluenceChanged: Observable<boolean>;
-        influence: number;
-        constructor(name: string, influence?: number);
-        readonly hasNormals: boolean;
-        readonly hasTangents: boolean;
-        setPositions(data: Float32Array | number[]): void;
-        getPositions(): Float32Array;
-        setNormals(data: Float32Array | number[]): void;
-        getNormals(): Float32Array;
-        setTangents(data: Float32Array | number[]): void;
-        getTangents(): Float32Array;
-        /**
-         * Serializes the current target into a Serialization object.
-         * Returns the serialized object.
-         */
-        serialize(): any;
-        static Parse(serializationObject: any): MorphTarget;
-        static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
-    }
-}
-
-declare module BABYLON {
-    class MorphTargetManager {
-        private _targets;
-        private _targetObservable;
-        private _activeTargets;
-        private _scene;
-        private _influences;
-        private _supportsNormals;
-        private _supportsTangents;
-        private _vertexCount;
-        private _uniqueId;
-        private _tempInfluences;
-        constructor(scene?: Scene);
-        readonly uniqueId: number;
-        readonly vertexCount: number;
-        readonly supportsNormals: boolean;
-        readonly supportsTangents: boolean;
-        readonly numTargets: number;
-        readonly numInfluencers: number;
-        readonly influences: Float32Array;
-        getActiveTarget(index: number): MorphTarget;
-        getTarget(index: number): MorphTarget;
-        addTarget(target: MorphTarget): void;
-        removeTarget(target: MorphTarget): void;
-        /**
-         * Serializes the current manager into a Serialization object.
-         * Returns the serialized object.
-         */
-        serialize(): any;
-        private _onInfluenceChanged(needUpdate);
-        private _syncActiveTargets(needUpdate);
-        static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
-    }
-}
-
-declare module BABYLON {
     class AbstractMesh extends Node implements IDisposable, ICullable, IGetSetVerticesData {
         private static _BILLBOARDMODE_NONE;
         private static _BILLBOARDMODE_X;
@@ -12694,6 +12630,70 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class MorphTarget {
+        name: string;
+        animations: Animation[];
+        private _positions;
+        private _normals;
+        private _tangents;
+        private _influence;
+        onInfluenceChanged: Observable<boolean>;
+        influence: number;
+        constructor(name: string, influence?: number);
+        readonly hasNormals: boolean;
+        readonly hasTangents: boolean;
+        setPositions(data: Float32Array | number[]): void;
+        getPositions(): Float32Array;
+        setNormals(data: Float32Array | number[]): void;
+        getNormals(): Float32Array;
+        setTangents(data: Float32Array | number[]): void;
+        getTangents(): Float32Array;
+        /**
+         * Serializes the current target into a Serialization object.
+         * Returns the serialized object.
+         */
+        serialize(): any;
+        static Parse(serializationObject: any): MorphTarget;
+        static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
+    }
+}
+
+declare module BABYLON {
+    class MorphTargetManager {
+        private _targets;
+        private _targetObservable;
+        private _activeTargets;
+        private _scene;
+        private _influences;
+        private _supportsNormals;
+        private _supportsTangents;
+        private _vertexCount;
+        private _uniqueId;
+        private _tempInfluences;
+        constructor(scene?: Scene);
+        readonly uniqueId: number;
+        readonly vertexCount: number;
+        readonly supportsNormals: boolean;
+        readonly supportsTangents: boolean;
+        readonly numTargets: number;
+        readonly numInfluencers: number;
+        readonly influences: Float32Array;
+        getActiveTarget(index: number): MorphTarget;
+        getTarget(index: number): MorphTarget;
+        addTarget(target: MorphTarget): void;
+        removeTarget(target: MorphTarget): void;
+        /**
+         * Serializes the current manager into a Serialization object.
+         * Returns the serialized object.
+         */
+        serialize(): any;
+        private _onInfluenceChanged(needUpdate);
+        private _syncActiveTargets(needUpdate);
+        static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
+    }
+}
+
+declare module BABYLON {
     class GPUParticleSystem implements IDisposable, IParticleSystem {
         name: string;
         id: string;
@@ -13212,6 +13212,36 @@ 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 {
     interface PhysicsImpostorJoint {
         mainImpostor: PhysicsImpostor;
         connectedImpostor: PhysicsImpostor;
@@ -14141,31 +14171,71 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class ReflectionProbe {
+    class Sprite {
         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;
+        color: Color4;
+        width: number;
+        height: number;
+        angle: number;
+        cellIndex: number;
+        invertU: number;
+        invertV: number;
+        disposeWhenFinishedAnimating: boolean;
+        animations: Animation[];
+        isPickable: boolean;
+        actionManager: ActionManager;
+        private _animationStarted;
+        private _loopAnimation;
+        private _fromIndex;
+        private _toIndex;
+        private _delay;
+        private _direction;
+        private _frameCount;
+        private _manager;
+        private _time;
+        private _onAnimationEnd;
+        size: number;
+        constructor(name: string, manager: SpriteManager);
+        playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
+        stopAnimation(): void;
+        _animate(deltaTime: number): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class SpriteManager {
+        name: string;
+        sprites: Sprite[];
+        renderingGroupId: number;
+        layerMask: number;
+        fogEnabled: boolean;
+        isPickable: boolean;
+        cellWidth: number;
+        cellHeight: number;
         /**
-         * 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;
+        * An event triggered when the manager is disposed.
+        * @type {BABYLON.Observable}
+        */
+        onDisposeObservable: Observable<SpriteManager>;
+        private _onDisposeObserver;
+        onDispose: () => void;
+        private _capacity;
+        private _spriteTexture;
+        private _epsilon;
+        private _scene;
+        private _vertexData;
+        private _buffer;
+        private _vertexBuffers;
+        private _indexBuffer;
+        private _effectBase;
+        private _effectFog;
+        texture: Texture;
+        constructor(name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
+        private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
+        intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): PickingInfo;
+        render(): void;
         dispose(): void;
     }
 }
@@ -14443,76 +14513,6 @@ declare module BABYLON {
     }
 }
 
-declare module BABYLON {
-    class Sprite {
-        name: string;
-        position: Vector3;
-        color: Color4;
-        width: number;
-        height: number;
-        angle: number;
-        cellIndex: number;
-        invertU: number;
-        invertV: number;
-        disposeWhenFinishedAnimating: boolean;
-        animations: Animation[];
-        isPickable: boolean;
-        actionManager: ActionManager;
-        private _animationStarted;
-        private _loopAnimation;
-        private _fromIndex;
-        private _toIndex;
-        private _delay;
-        private _direction;
-        private _frameCount;
-        private _manager;
-        private _time;
-        private _onAnimationEnd;
-        size: number;
-        constructor(name: string, manager: SpriteManager);
-        playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
-        stopAnimation(): void;
-        _animate(deltaTime: number): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class SpriteManager {
-        name: string;
-        sprites: Sprite[];
-        renderingGroupId: number;
-        layerMask: number;
-        fogEnabled: boolean;
-        isPickable: boolean;
-        cellWidth: number;
-        cellHeight: number;
-        /**
-        * An event triggered when the manager is disposed.
-        * @type {BABYLON.Observable}
-        */
-        onDisposeObservable: Observable<SpriteManager>;
-        private _onDisposeObserver;
-        onDispose: () => void;
-        private _capacity;
-        private _spriteTexture;
-        private _epsilon;
-        private _scene;
-        private _vertexData;
-        private _buffer;
-        private _vertexBuffers;
-        private _indexBuffer;
-        private _effectBase;
-        private _effectFog;
-        texture: Texture;
-        constructor(name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
-        private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
-        intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): PickingInfo;
-        render(): void;
-        dispose(): void;
-    }
-}
-
 declare module BABYLON.Internals {
     class _AlphaState {
         private _isAlphaBlendDirty;
@@ -16127,155 +16127,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class VRCameraMetrics {
-        hResolution: number;
-        vResolution: number;
-        hScreenSize: number;
-        vScreenSize: number;
-        vScreenCenter: number;
-        eyeToScreenDistance: number;
-        lensSeparationDistance: number;
-        interpupillaryDistance: number;
-        distortionK: number[];
-        chromaAbCorrection: number[];
-        postProcessScaleFactor: number;
-        lensCenterOffset: number;
-        compensateDistortion: boolean;
-        readonly aspectRatio: number;
-        readonly aspectRatioFov: number;
-        readonly leftHMatrix: Matrix;
-        readonly rightHMatrix: Matrix;
-        readonly leftPreViewMatrix: Matrix;
-        readonly rightPreViewMatrix: Matrix;
-        static GetDefault(): VRCameraMetrics;
-    }
-}
-
-declare module BABYLON {
-    class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-    class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
-        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-}
-
-declare module BABYLON {
-    class VRExperienceHelper {
-        private webVROptions;
-        private _scene;
-        private _position;
-        private _btnVR;
-        private _webVRsupportedAndReady;
-        private _canvas;
-        private _isInVRMode;
-        constructor(scene: Scene, webVROptions?: WebVROptions);
-        enterVR(): void;
-        exitVR(): void;
-        position: Vector3;
-        dispose(): void;
-        getClassName(): string;
-    }
-}
-
-declare var HMDVRDevice: any;
-declare var VRDisplay: any;
-declare var VRFrameData: any;
-declare module BABYLON {
-    /**
-     * This is a copy of VRPose.
-     * IMPORTANT!! The data is right-hand data.
-     * @export
-     * @interface DevicePose
-     */
-    interface DevicePose {
-        readonly position?: Float32Array;
-        readonly linearVelocity?: Float32Array;
-        readonly linearAcceleration?: Float32Array;
-        readonly orientation?: Float32Array;
-        readonly angularVelocity?: Float32Array;
-        readonly angularAcceleration?: Float32Array;
-    }
-    interface PoseControlled {
-        position: Vector3;
-        rotationQuaternion: Quaternion;
-        devicePosition?: Vector3;
-        deviceRotationQuaternion: Quaternion;
-        rawPose: DevicePose;
-        deviceScaleFactor: number;
-        updateFromDevice(poseData: DevicePose): any;
-    }
-    interface WebVROptions {
-        trackPosition?: boolean;
-        positionScale?: number;
-        displayName?: string;
-        controllerMeshes?: boolean;
-        defaultLightingOnControllers?: boolean;
-    }
-    class WebVRFreeCamera extends FreeCamera implements PoseControlled {
-        private webVROptions;
-        _vrDevice: any;
-        rawPose: DevicePose;
-        private _vrEnabled;
-        private _specsVersion;
-        private _attached;
-        private _oldSize;
-        private _oldHardwareScaleFactor;
-        private _frameData;
-        private _quaternionCache;
-        private _positionOffset;
-        protected _descendants: Array<Node>;
-        devicePosition: Vector3;
-        deviceRotationQuaternion: any;
-        deviceScaleFactor: number;
-        controllers: Array<WebVRController>;
-        onControllersAttachedObservable: Observable<WebVRController[]>;
-        rigParenting: boolean;
-        private _lightOnControllers;
-        constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
-        getControllerByName(name: string): WebVRController;
-        private _leftController;
-        readonly leftController: WebVRController;
-        private _rightController;
-        readonly rightController: WebVRController;
-        getForwardRay(length?: number): Ray;
-        _checkInputs(): void;
-        updateFromDevice(poseData: DevicePose): void;
-        /**
-         * WebVR's attach control will start broadcasting frames to the device.
-         * Note that in certain browsers (chrome for example) this function must be called
-         * within a user-interaction callback. Example:
-         * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
-         *
-         * @param {HTMLElement} element
-         * @param {boolean} [noPreventDefault]
-         *
-         * @memberOf WebVRFreeCamera
-         */
-        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
-        detachControl(element: HTMLElement): void;
-        getClassName(): string;
-        resetToCurrentRotation(): void;
-        _updateRigCameras(): void;
-        /**
-         * This function is called by the two RIG cameras.
-         * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
-         */
-        protected _getWebVRViewMatrix(): Matrix;
-        protected _getWebVRProjectionMatrix(): Matrix;
-        private _onGamepadConnectedObserver;
-        private _onGamepadDisconnectedObserver;
-        initControllers(): void;
-    }
-}
-
-declare module BABYLON {
     class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
         camera: ArcRotateCamera;
         gamepad: Gamepad;
@@ -16491,6 +16342,155 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class VRCameraMetrics {
+        hResolution: number;
+        vResolution: number;
+        hScreenSize: number;
+        vScreenSize: number;
+        vScreenCenter: number;
+        eyeToScreenDistance: number;
+        lensSeparationDistance: number;
+        interpupillaryDistance: number;
+        distortionK: number[];
+        chromaAbCorrection: number[];
+        postProcessScaleFactor: number;
+        lensCenterOffset: number;
+        compensateDistortion: boolean;
+        readonly aspectRatio: number;
+        readonly aspectRatioFov: number;
+        readonly leftHMatrix: Matrix;
+        readonly rightHMatrix: Matrix;
+        readonly leftPreViewMatrix: Matrix;
+        readonly rightPreViewMatrix: Matrix;
+        static GetDefault(): VRCameraMetrics;
+    }
+}
+
+declare module BABYLON {
+    class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+    class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
+        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+}
+
+declare module BABYLON {
+    class VRExperienceHelper {
+        private webVROptions;
+        private _scene;
+        private _position;
+        private _btnVR;
+        private _webVRsupportedAndReady;
+        private _canvas;
+        private _isInVRMode;
+        constructor(scene: Scene, webVROptions?: WebVROptions);
+        enterVR(): void;
+        exitVR(): void;
+        position: Vector3;
+        dispose(): void;
+        getClassName(): string;
+    }
+}
+
+declare var HMDVRDevice: any;
+declare var VRDisplay: any;
+declare var VRFrameData: any;
+declare module BABYLON {
+    /**
+     * This is a copy of VRPose.
+     * IMPORTANT!! The data is right-hand data.
+     * @export
+     * @interface DevicePose
+     */
+    interface DevicePose {
+        readonly position?: Float32Array;
+        readonly linearVelocity?: Float32Array;
+        readonly linearAcceleration?: Float32Array;
+        readonly orientation?: Float32Array;
+        readonly angularVelocity?: Float32Array;
+        readonly angularAcceleration?: Float32Array;
+    }
+    interface PoseControlled {
+        position: Vector3;
+        rotationQuaternion: Quaternion;
+        devicePosition?: Vector3;
+        deviceRotationQuaternion: Quaternion;
+        rawPose: DevicePose;
+        deviceScaleFactor: number;
+        updateFromDevice(poseData: DevicePose): any;
+    }
+    interface WebVROptions {
+        trackPosition?: boolean;
+        positionScale?: number;
+        displayName?: string;
+        controllerMeshes?: boolean;
+        defaultLightingOnControllers?: boolean;
+    }
+    class WebVRFreeCamera extends FreeCamera implements PoseControlled {
+        private webVROptions;
+        _vrDevice: any;
+        rawPose: DevicePose;
+        private _vrEnabled;
+        private _specsVersion;
+        private _attached;
+        private _oldSize;
+        private _oldHardwareScaleFactor;
+        private _frameData;
+        private _quaternionCache;
+        private _positionOffset;
+        protected _descendants: Array<Node>;
+        devicePosition: Vector3;
+        deviceRotationQuaternion: any;
+        deviceScaleFactor: number;
+        controllers: Array<WebVRController>;
+        onControllersAttachedObservable: Observable<WebVRController[]>;
+        rigParenting: boolean;
+        private _lightOnControllers;
+        constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
+        getControllerByName(name: string): WebVRController;
+        private _leftController;
+        readonly leftController: WebVRController;
+        private _rightController;
+        readonly rightController: WebVRController;
+        getForwardRay(length?: number): Ray;
+        _checkInputs(): void;
+        updateFromDevice(poseData: DevicePose): void;
+        /**
+         * WebVR's attach control will start broadcasting frames to the device.
+         * Note that in certain browsers (chrome for example) this function must be called
+         * within a user-interaction callback. Example:
+         * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
+         *
+         * @param {HTMLElement} element
+         * @param {boolean} [noPreventDefault]
+         *
+         * @memberOf WebVRFreeCamera
+         */
+        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
+        detachControl(element: HTMLElement): void;
+        getClassName(): string;
+        resetToCurrentRotation(): void;
+        _updateRigCameras(): void;
+        /**
+         * This function is called by the two RIG cameras.
+         * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
+         */
+        protected _getWebVRViewMatrix(): Matrix;
+        protected _getWebVRProjectionMatrix(): Matrix;
+        private _onGamepadConnectedObserver;
+        private _onGamepadDisconnectedObserver;
+        initControllers(): void;
+    }
+}
+
+declare module BABYLON {
     interface IOctreeContainer<T> {
         blocks: Array<OctreeBlock<T>>;
     }

File diff suppressed because it is too large
+ 2 - 2
dist/preview release/babylon.js


+ 3 - 5
dist/preview release/babylon.max.js

@@ -40955,12 +40955,10 @@ var BABYLON;
             }
         }
         Particle.prototype.updateCellIndexWithSpeedCalculated = function (scaledUpdateSpeed) {
-            var ageOffset = this.lifeTime - this.age;
-            var numberOfScaledSlots = ageOffset / scaledUpdateSpeed;
-            var availableIndexes = this.particleSystem.endSpriteCellID + 1 - this.cellIndex;
-            var incrementAt = numberOfScaledSlots / availableIndexes;
+            //   (ageOffset / scaledUpdateSpeed) / available cells
+            var numberOfScaledUpdatesPerCell = ((this.lifeTime - this.age) / scaledUpdateSpeed) / (this.particleSystem.endSpriteCellID + 1 - this.cellIndex);
             this._currentFrameCounter += scaledUpdateSpeed;
-            if (this._currentFrameCounter >= incrementAt * scaledUpdateSpeed) {
+            if (this._currentFrameCounter >= numberOfScaledUpdatesPerCell * scaledUpdateSpeed) {
                 this._currentFrameCounter = 0;
                 this.cellIndex++;
                 if (this.cellIndex > this.particleSystem.endSpriteCellID) {

+ 423 - 423
dist/preview release/babylon.module.d.ts

@@ -4037,124 +4037,6 @@ 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;
-    }
-}
-
-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;
-        /**
-         * Gets the world distance between the min and max points of the bounding box
-         */
-        readonly diagonalLength: number;
-        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;
-        /**
-         * 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;
-    }
-}
-
-declare module BABYLON {
     class Collider {
         radius: Vector3;
         retry: number;
@@ -4526,6 +4408,124 @@ declare module BABYLON.Debug {
 }
 
 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;
+        /**
+         * Gets the world distance between the min and max points of the bounding box
+         */
+        readonly diagonalLength: number;
+        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;
+        /**
+         * 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;
+    }
+}
+
+declare module BABYLON {
     class KeyboardEventTypes {
         static _KEYDOWN: number;
         static _KEYUP: number;
@@ -9210,70 +9210,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class MorphTarget {
-        name: string;
-        animations: Animation[];
-        private _positions;
-        private _normals;
-        private _tangents;
-        private _influence;
-        onInfluenceChanged: Observable<boolean>;
-        influence: number;
-        constructor(name: string, influence?: number);
-        readonly hasNormals: boolean;
-        readonly hasTangents: boolean;
-        setPositions(data: Float32Array | number[]): void;
-        getPositions(): Float32Array;
-        setNormals(data: Float32Array | number[]): void;
-        getNormals(): Float32Array;
-        setTangents(data: Float32Array | number[]): void;
-        getTangents(): Float32Array;
-        /**
-         * Serializes the current target into a Serialization object.
-         * Returns the serialized object.
-         */
-        serialize(): any;
-        static Parse(serializationObject: any): MorphTarget;
-        static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
-    }
-}
-
-declare module BABYLON {
-    class MorphTargetManager {
-        private _targets;
-        private _targetObservable;
-        private _activeTargets;
-        private _scene;
-        private _influences;
-        private _supportsNormals;
-        private _supportsTangents;
-        private _vertexCount;
-        private _uniqueId;
-        private _tempInfluences;
-        constructor(scene?: Scene);
-        readonly uniqueId: number;
-        readonly vertexCount: number;
-        readonly supportsNormals: boolean;
-        readonly supportsTangents: boolean;
-        readonly numTargets: number;
-        readonly numInfluencers: number;
-        readonly influences: Float32Array;
-        getActiveTarget(index: number): MorphTarget;
-        getTarget(index: number): MorphTarget;
-        addTarget(target: MorphTarget): void;
-        removeTarget(target: MorphTarget): void;
-        /**
-         * Serializes the current manager into a Serialization object.
-         * Returns the serialized object.
-         */
-        serialize(): any;
-        private _onInfluenceChanged(needUpdate);
-        private _syncActiveTargets(needUpdate);
-        static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
-    }
-}
-
-declare module BABYLON {
     class AbstractMesh extends Node implements IDisposable, ICullable, IGetSetVerticesData {
         private static _BILLBOARDMODE_NONE;
         private static _BILLBOARDMODE_X;
@@ -12694,6 +12630,70 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class MorphTarget {
+        name: string;
+        animations: Animation[];
+        private _positions;
+        private _normals;
+        private _tangents;
+        private _influence;
+        onInfluenceChanged: Observable<boolean>;
+        influence: number;
+        constructor(name: string, influence?: number);
+        readonly hasNormals: boolean;
+        readonly hasTangents: boolean;
+        setPositions(data: Float32Array | number[]): void;
+        getPositions(): Float32Array;
+        setNormals(data: Float32Array | number[]): void;
+        getNormals(): Float32Array;
+        setTangents(data: Float32Array | number[]): void;
+        getTangents(): Float32Array;
+        /**
+         * Serializes the current target into a Serialization object.
+         * Returns the serialized object.
+         */
+        serialize(): any;
+        static Parse(serializationObject: any): MorphTarget;
+        static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
+    }
+}
+
+declare module BABYLON {
+    class MorphTargetManager {
+        private _targets;
+        private _targetObservable;
+        private _activeTargets;
+        private _scene;
+        private _influences;
+        private _supportsNormals;
+        private _supportsTangents;
+        private _vertexCount;
+        private _uniqueId;
+        private _tempInfluences;
+        constructor(scene?: Scene);
+        readonly uniqueId: number;
+        readonly vertexCount: number;
+        readonly supportsNormals: boolean;
+        readonly supportsTangents: boolean;
+        readonly numTargets: number;
+        readonly numInfluencers: number;
+        readonly influences: Float32Array;
+        getActiveTarget(index: number): MorphTarget;
+        getTarget(index: number): MorphTarget;
+        addTarget(target: MorphTarget): void;
+        removeTarget(target: MorphTarget): void;
+        /**
+         * Serializes the current manager into a Serialization object.
+         * Returns the serialized object.
+         */
+        serialize(): any;
+        private _onInfluenceChanged(needUpdate);
+        private _syncActiveTargets(needUpdate);
+        static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
+    }
+}
+
+declare module BABYLON {
     class GPUParticleSystem implements IDisposable, IParticleSystem {
         name: string;
         id: string;
@@ -13212,6 +13212,36 @@ 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 {
     interface PhysicsImpostorJoint {
         mainImpostor: PhysicsImpostor;
         connectedImpostor: PhysicsImpostor;
@@ -14141,31 +14171,71 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class ReflectionProbe {
+    class Sprite {
         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;
+        color: Color4;
+        width: number;
+        height: number;
+        angle: number;
+        cellIndex: number;
+        invertU: number;
+        invertV: number;
+        disposeWhenFinishedAnimating: boolean;
+        animations: Animation[];
+        isPickable: boolean;
+        actionManager: ActionManager;
+        private _animationStarted;
+        private _loopAnimation;
+        private _fromIndex;
+        private _toIndex;
+        private _delay;
+        private _direction;
+        private _frameCount;
+        private _manager;
+        private _time;
+        private _onAnimationEnd;
+        size: number;
+        constructor(name: string, manager: SpriteManager);
+        playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
+        stopAnimation(): void;
+        _animate(deltaTime: number): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class SpriteManager {
+        name: string;
+        sprites: Sprite[];
+        renderingGroupId: number;
+        layerMask: number;
+        fogEnabled: boolean;
+        isPickable: boolean;
+        cellWidth: number;
+        cellHeight: number;
         /**
-         * 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;
+        * An event triggered when the manager is disposed.
+        * @type {BABYLON.Observable}
+        */
+        onDisposeObservable: Observable<SpriteManager>;
+        private _onDisposeObserver;
+        onDispose: () => void;
+        private _capacity;
+        private _spriteTexture;
+        private _epsilon;
+        private _scene;
+        private _vertexData;
+        private _buffer;
+        private _vertexBuffers;
+        private _indexBuffer;
+        private _effectBase;
+        private _effectFog;
+        texture: Texture;
+        constructor(name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
+        private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
+        intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): PickingInfo;
+        render(): void;
         dispose(): void;
     }
 }
@@ -14443,76 +14513,6 @@ declare module BABYLON {
     }
 }
 
-declare module BABYLON {
-    class Sprite {
-        name: string;
-        position: Vector3;
-        color: Color4;
-        width: number;
-        height: number;
-        angle: number;
-        cellIndex: number;
-        invertU: number;
-        invertV: number;
-        disposeWhenFinishedAnimating: boolean;
-        animations: Animation[];
-        isPickable: boolean;
-        actionManager: ActionManager;
-        private _animationStarted;
-        private _loopAnimation;
-        private _fromIndex;
-        private _toIndex;
-        private _delay;
-        private _direction;
-        private _frameCount;
-        private _manager;
-        private _time;
-        private _onAnimationEnd;
-        size: number;
-        constructor(name: string, manager: SpriteManager);
-        playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
-        stopAnimation(): void;
-        _animate(deltaTime: number): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class SpriteManager {
-        name: string;
-        sprites: Sprite[];
-        renderingGroupId: number;
-        layerMask: number;
-        fogEnabled: boolean;
-        isPickable: boolean;
-        cellWidth: number;
-        cellHeight: number;
-        /**
-        * An event triggered when the manager is disposed.
-        * @type {BABYLON.Observable}
-        */
-        onDisposeObservable: Observable<SpriteManager>;
-        private _onDisposeObserver;
-        onDispose: () => void;
-        private _capacity;
-        private _spriteTexture;
-        private _epsilon;
-        private _scene;
-        private _vertexData;
-        private _buffer;
-        private _vertexBuffers;
-        private _indexBuffer;
-        private _effectBase;
-        private _effectFog;
-        texture: Texture;
-        constructor(name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
-        private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
-        intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): PickingInfo;
-        render(): void;
-        dispose(): void;
-    }
-}
-
 declare module BABYLON.Internals {
     class _AlphaState {
         private _isAlphaBlendDirty;
@@ -16127,155 +16127,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class VRCameraMetrics {
-        hResolution: number;
-        vResolution: number;
-        hScreenSize: number;
-        vScreenSize: number;
-        vScreenCenter: number;
-        eyeToScreenDistance: number;
-        lensSeparationDistance: number;
-        interpupillaryDistance: number;
-        distortionK: number[];
-        chromaAbCorrection: number[];
-        postProcessScaleFactor: number;
-        lensCenterOffset: number;
-        compensateDistortion: boolean;
-        readonly aspectRatio: number;
-        readonly aspectRatioFov: number;
-        readonly leftHMatrix: Matrix;
-        readonly rightHMatrix: Matrix;
-        readonly leftPreViewMatrix: Matrix;
-        readonly rightPreViewMatrix: Matrix;
-        static GetDefault(): VRCameraMetrics;
-    }
-}
-
-declare module BABYLON {
-    class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-    class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
-        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-}
-
-declare module BABYLON {
-    class VRExperienceHelper {
-        private webVROptions;
-        private _scene;
-        private _position;
-        private _btnVR;
-        private _webVRsupportedAndReady;
-        private _canvas;
-        private _isInVRMode;
-        constructor(scene: Scene, webVROptions?: WebVROptions);
-        enterVR(): void;
-        exitVR(): void;
-        position: Vector3;
-        dispose(): void;
-        getClassName(): string;
-    }
-}
-
-declare var HMDVRDevice: any;
-declare var VRDisplay: any;
-declare var VRFrameData: any;
-declare module BABYLON {
-    /**
-     * This is a copy of VRPose.
-     * IMPORTANT!! The data is right-hand data.
-     * @export
-     * @interface DevicePose
-     */
-    interface DevicePose {
-        readonly position?: Float32Array;
-        readonly linearVelocity?: Float32Array;
-        readonly linearAcceleration?: Float32Array;
-        readonly orientation?: Float32Array;
-        readonly angularVelocity?: Float32Array;
-        readonly angularAcceleration?: Float32Array;
-    }
-    interface PoseControlled {
-        position: Vector3;
-        rotationQuaternion: Quaternion;
-        devicePosition?: Vector3;
-        deviceRotationQuaternion: Quaternion;
-        rawPose: DevicePose;
-        deviceScaleFactor: number;
-        updateFromDevice(poseData: DevicePose): any;
-    }
-    interface WebVROptions {
-        trackPosition?: boolean;
-        positionScale?: number;
-        displayName?: string;
-        controllerMeshes?: boolean;
-        defaultLightingOnControllers?: boolean;
-    }
-    class WebVRFreeCamera extends FreeCamera implements PoseControlled {
-        private webVROptions;
-        _vrDevice: any;
-        rawPose: DevicePose;
-        private _vrEnabled;
-        private _specsVersion;
-        private _attached;
-        private _oldSize;
-        private _oldHardwareScaleFactor;
-        private _frameData;
-        private _quaternionCache;
-        private _positionOffset;
-        protected _descendants: Array<Node>;
-        devicePosition: Vector3;
-        deviceRotationQuaternion: any;
-        deviceScaleFactor: number;
-        controllers: Array<WebVRController>;
-        onControllersAttachedObservable: Observable<WebVRController[]>;
-        rigParenting: boolean;
-        private _lightOnControllers;
-        constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
-        getControllerByName(name: string): WebVRController;
-        private _leftController;
-        readonly leftController: WebVRController;
-        private _rightController;
-        readonly rightController: WebVRController;
-        getForwardRay(length?: number): Ray;
-        _checkInputs(): void;
-        updateFromDevice(poseData: DevicePose): void;
-        /**
-         * WebVR's attach control will start broadcasting frames to the device.
-         * Note that in certain browsers (chrome for example) this function must be called
-         * within a user-interaction callback. Example:
-         * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
-         *
-         * @param {HTMLElement} element
-         * @param {boolean} [noPreventDefault]
-         *
-         * @memberOf WebVRFreeCamera
-         */
-        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
-        detachControl(element: HTMLElement): void;
-        getClassName(): string;
-        resetToCurrentRotation(): void;
-        _updateRigCameras(): void;
-        /**
-         * This function is called by the two RIG cameras.
-         * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
-         */
-        protected _getWebVRViewMatrix(): Matrix;
-        protected _getWebVRProjectionMatrix(): Matrix;
-        private _onGamepadConnectedObserver;
-        private _onGamepadDisconnectedObserver;
-        initControllers(): void;
-    }
-}
-
-declare module BABYLON {
     class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
         camera: ArcRotateCamera;
         gamepad: Gamepad;
@@ -16491,6 +16342,155 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class VRCameraMetrics {
+        hResolution: number;
+        vResolution: number;
+        hScreenSize: number;
+        vScreenSize: number;
+        vScreenCenter: number;
+        eyeToScreenDistance: number;
+        lensSeparationDistance: number;
+        interpupillaryDistance: number;
+        distortionK: number[];
+        chromaAbCorrection: number[];
+        postProcessScaleFactor: number;
+        lensCenterOffset: number;
+        compensateDistortion: boolean;
+        readonly aspectRatio: number;
+        readonly aspectRatioFov: number;
+        readonly leftHMatrix: Matrix;
+        readonly rightHMatrix: Matrix;
+        readonly leftPreViewMatrix: Matrix;
+        readonly rightPreViewMatrix: Matrix;
+        static GetDefault(): VRCameraMetrics;
+    }
+}
+
+declare module BABYLON {
+    class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+    class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
+        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+}
+
+declare module BABYLON {
+    class VRExperienceHelper {
+        private webVROptions;
+        private _scene;
+        private _position;
+        private _btnVR;
+        private _webVRsupportedAndReady;
+        private _canvas;
+        private _isInVRMode;
+        constructor(scene: Scene, webVROptions?: WebVROptions);
+        enterVR(): void;
+        exitVR(): void;
+        position: Vector3;
+        dispose(): void;
+        getClassName(): string;
+    }
+}
+
+declare var HMDVRDevice: any;
+declare var VRDisplay: any;
+declare var VRFrameData: any;
+declare module BABYLON {
+    /**
+     * This is a copy of VRPose.
+     * IMPORTANT!! The data is right-hand data.
+     * @export
+     * @interface DevicePose
+     */
+    interface DevicePose {
+        readonly position?: Float32Array;
+        readonly linearVelocity?: Float32Array;
+        readonly linearAcceleration?: Float32Array;
+        readonly orientation?: Float32Array;
+        readonly angularVelocity?: Float32Array;
+        readonly angularAcceleration?: Float32Array;
+    }
+    interface PoseControlled {
+        position: Vector3;
+        rotationQuaternion: Quaternion;
+        devicePosition?: Vector3;
+        deviceRotationQuaternion: Quaternion;
+        rawPose: DevicePose;
+        deviceScaleFactor: number;
+        updateFromDevice(poseData: DevicePose): any;
+    }
+    interface WebVROptions {
+        trackPosition?: boolean;
+        positionScale?: number;
+        displayName?: string;
+        controllerMeshes?: boolean;
+        defaultLightingOnControllers?: boolean;
+    }
+    class WebVRFreeCamera extends FreeCamera implements PoseControlled {
+        private webVROptions;
+        _vrDevice: any;
+        rawPose: DevicePose;
+        private _vrEnabled;
+        private _specsVersion;
+        private _attached;
+        private _oldSize;
+        private _oldHardwareScaleFactor;
+        private _frameData;
+        private _quaternionCache;
+        private _positionOffset;
+        protected _descendants: Array<Node>;
+        devicePosition: Vector3;
+        deviceRotationQuaternion: any;
+        deviceScaleFactor: number;
+        controllers: Array<WebVRController>;
+        onControllersAttachedObservable: Observable<WebVRController[]>;
+        rigParenting: boolean;
+        private _lightOnControllers;
+        constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
+        getControllerByName(name: string): WebVRController;
+        private _leftController;
+        readonly leftController: WebVRController;
+        private _rightController;
+        readonly rightController: WebVRController;
+        getForwardRay(length?: number): Ray;
+        _checkInputs(): void;
+        updateFromDevice(poseData: DevicePose): void;
+        /**
+         * WebVR's attach control will start broadcasting frames to the device.
+         * Note that in certain browsers (chrome for example) this function must be called
+         * within a user-interaction callback. Example:
+         * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
+         *
+         * @param {HTMLElement} element
+         * @param {boolean} [noPreventDefault]
+         *
+         * @memberOf WebVRFreeCamera
+         */
+        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
+        detachControl(element: HTMLElement): void;
+        getClassName(): string;
+        resetToCurrentRotation(): void;
+        _updateRigCameras(): void;
+        /**
+         * This function is called by the two RIG cameras.
+         * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
+         */
+        protected _getWebVRViewMatrix(): Matrix;
+        protected _getWebVRProjectionMatrix(): Matrix;
+        private _onGamepadConnectedObserver;
+        private _onGamepadDisconnectedObserver;
+        initControllers(): void;
+    }
+}
+
+declare module BABYLON {
     interface IOctreeContainer<T> {
         blocks: Array<OctreeBlock<T>>;
     }

File diff suppressed because it is too large
+ 2 - 2
dist/preview release/babylon.worker.js


+ 3 - 5
src/Particles/babylon.particle.ts

@@ -32,13 +32,11 @@
         public updateCellIndex: (scaledUpdateSpeed: number) => void;
 
         private updateCellIndexWithSpeedCalculated(scaledUpdateSpeed: number): void {
-            var ageOffset = this.lifeTime - this.age;
-            var numberOfScaledSlots = ageOffset / scaledUpdateSpeed;
-            var availableIndexes = this.particleSystem.endSpriteCellID + 1 - this.cellIndex;
-            var incrementAt = numberOfScaledSlots / availableIndexes;
+            //   (ageOffset / scaledUpdateSpeed) / available cells
+            var numberOfScaledUpdatesPerCell = ((this.lifeTime - this.age) / scaledUpdateSpeed) / (this.particleSystem.endSpriteCellID + 1 - this.cellIndex);
 
             this._currentFrameCounter += scaledUpdateSpeed;
-            if (this._currentFrameCounter >= incrementAt * scaledUpdateSpeed) {
+            if (this._currentFrameCounter >= numberOfScaledUpdatesPerCell * scaledUpdateSpeed) {
                 this._currentFrameCounter = 0;
                 this.cellIndex++;
                 if (this.cellIndex > this.particleSystem.endSpriteCellID) {