فهرست منبع

Merge pull request #4 from BabylonJS/master

update from upstream
Loïc Baumann 9 سال پیش
والد
کامیت
8649b6bc41
100فایلهای تغییر یافته به همراه8497 افزوده شده و 8001 حذف شده
  1. 26 25
      dist/preview release/babylon.core.js
  2. 4070 4011
      dist/preview release/babylon.d.ts
  3. 27 27
      dist/preview release/babylon.js
  4. 3754 3598
      dist/preview release/babylon.max.js
  5. 27 27
      dist/preview release/babylon.noworker.js
  6. 3 2
      dist/preview release/what's new.md
  7. 1 1
      src/Actions/babylon.action.js
  8. 2 2
      src/Actions/babylon.actionManager.js
  9. 4 4
      src/Actions/babylon.condition.js
  10. 12 12
      src/Actions/babylon.directActions.js
  11. 1 1
      src/Actions/babylon.interpolateValueAction.js
  12. 1 1
      src/Animations/babylon.animatable.js
  13. 13 13
      src/Animations/babylon.easing.js
  14. 1 1
      src/Audio/babylon.analyser.js
  15. 1 1
      src/Audio/babylon.audioEngine.js
  16. 1 1
      src/Audio/babylon.sound.js
  17. 1 1
      src/Audio/babylon.soundtrack.js
  18. 1 1
      src/Bones/babylon.bone.js
  19. 1 1
      src/Bones/babylon.skeleton.js
  20. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.gamepad.js
  21. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.keyboard.js
  22. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.mousewheel.js
  23. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.pointers.js
  24. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.vrdeviceorientation.js
  25. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.deviceorientation.js
  26. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.gamepad.js
  27. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.keyboard.js
  28. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.mouse.js
  29. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.touch.js
  30. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.virtualjoystick.js
  31. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.vrdeviceorientation.js
  32. 1 1
      src/Cameras/VR/babylon.vrCameraMetrics.js
  33. 2 2
      src/Cameras/VR/babylon.vrDeviceOrientationCamera.js
  34. 1 1
      src/Cameras/VR/babylon.webVRCamera.js
  35. 1 1
      src/Cameras/babylon.arcRotateCamera.js
  36. 1 1
      src/Cameras/babylon.arcRotateCameraInputsManager.js
  37. 1 1
      src/Cameras/babylon.camera.js
  38. 1 1
      src/Cameras/babylon.cameraInputsManager.js
  39. 1 1
      src/Cameras/babylon.deviceOrientationCamera.js
  40. 2 2
      src/Cameras/babylon.followCamera.js
  41. 1 1
      src/Cameras/babylon.freeCamera.js
  42. 1 1
      src/Cameras/babylon.freeCameraInputsManager.js
  43. 1 1
      src/Cameras/babylon.gamepadCamera.js
  44. 8 8
      src/Cameras/babylon.stereoscopicCameras.js
  45. 1 1
      src/Cameras/babylon.targetCamera.js
  46. 1 1
      src/Cameras/babylon.touchCamera.js
  47. 1 1
      src/Cameras/babylon.universalCamera.js
  48. 1 1
      src/Cameras/babylon.virtualJoysticksCamera.js
  49. 3 3
      src/Canvas2d/babylon.bounding2d.js
  50. 3 3
      src/Canvas2d/babylon.brushes2d.js
  51. 96 28
      src/Canvas2d/babylon.canvas2d.js
  52. 103 27
      src/Canvas2d/babylon.canvas2d.ts
  53. 88 37
      src/Canvas2d/babylon.group2d.js
  54. 107 42
      src/Canvas2d/babylon.group2d.ts
  55. 2 2
      src/Canvas2d/babylon.modelRenderCache.js
  56. 5 5
      src/Canvas2d/babylon.prim2dBase.js
  57. 3 3
      src/Canvas2d/babylon.prim2dBase.ts
  58. 6 6
      src/Canvas2d/babylon.rectangle2d.js
  59. 3 3
      src/Canvas2d/babylon.rectangle2d.ts
  60. 9 9
      src/Canvas2d/babylon.renderablePrim2d.js
  61. 3 3
      src/Canvas2d/babylon.renderablePrim2d.ts
  62. 2 2
      src/Canvas2d/babylon.shape2d.js
  63. 11 11
      src/Canvas2d/babylon.smartPropertyPrim.js
  64. 3 3
      src/Canvas2d/babylon.smartPropertyPrim.ts
  65. 9 4
      src/Canvas2d/babylon.sprite2d.js
  66. 9 1
      src/Canvas2d/babylon.sprite2d.ts
  67. 3 3
      src/Canvas2d/babylon.text2d.js
  68. 4 1
      src/Canvas2d/babylon.worldSpaceCanvas2d.js
  69. 3 0
      src/Canvas2d/babylon.worldSpaceCanvas2d.ts
  70. 1 1
      src/Collisions/babylon.collider.js
  71. 2 2
      src/Collisions/babylon.collisionCoordinator.js
  72. 3 3
      src/Collisions/babylon.collisionWorker.js
  73. 2 2
      src/Collisions/babylon.pickingInfo.js
  74. 1 1
      src/Culling/Octrees/babylon.octree.js
  75. 1 1
      src/Culling/Octrees/babylon.octreeBlock.js
  76. 1 1
      src/Culling/babylon.boundingBox.js
  77. 1 1
      src/Culling/babylon.boundingInfo.js
  78. 1 1
      src/Culling/babylon.boundingSphere.js
  79. 1 1
      src/Culling/babylon.ray.js
  80. 1 1
      src/Debug/babylon.debugLayer.js
  81. 1 1
      src/Debug/babylon.skeletonViewer.js
  82. 1 1
      src/Layer/babylon.layer.js
  83. 1 1
      src/LensFlare/babylon.lensFlare.js
  84. 1 1
      src/LensFlare/babylon.lensFlareSystem.js
  85. 1 1
      src/Lights/Shadows/babylon.shadowGenerator.js
  86. 1 1
      src/Lights/babylon.directionalLight.js
  87. 1 1
      src/Lights/babylon.hemisphericLight.js
  88. 1 1
      src/Lights/babylon.light.js
  89. 1 1
      src/Lights/babylon.pointLight.js
  90. 1 1
      src/Lights/babylon.spotLight.js
  91. 1 1
      src/Loading/babylon.sceneLoader.js
  92. 1 1
      src/Materials/Textures/Procedurals/babylon.customProceduralTexture.js
  93. 1 1
      src/Materials/Textures/Procedurals/babylon.proceduralTexture.js
  94. 1 1
      src/Materials/Textures/babylon.baseTexture.js
  95. 1 1
      src/Materials/Textures/babylon.colorGradingTexture.js
  96. 1 1
      src/Materials/Textures/babylon.cubeTexture.js
  97. 1 1
      src/Materials/Textures/babylon.dynamicTexture.js
  98. 4 4
      src/Materials/Textures/babylon.fontTexture.js
  99. 1 1
      src/Materials/Textures/babylon.hdrCubeTexture.js
  100. 0 0
      src/Materials/Textures/babylon.mapTexture.js

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 26 - 25
dist/preview release/babylon.core.js


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 4070 - 4011
dist/preview release/babylon.d.ts


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 27 - 27
dist/preview release/babylon.js


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 3754 - 3598
dist/preview release/babylon.max.js


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 27 - 27
dist/preview release/babylon.noworker.js


+ 3 - 2
dist/preview release/what's new.md

@@ -1,5 +1,5 @@
 - 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))
@@ -15,7 +15,7 @@
     - 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))	
+	  - 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))
     - Enabled other post processes to be used when also using a 3D Rig ([jcpalmer](https://github.com/Palmer-JC))
@@ -39,6 +39,7 @@
 	  - 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. ([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))

+ 1 - 1
src/Actions/babylon.action.js

@@ -126,6 +126,6 @@ var BABYLON;
             };
         };
         return Action;
-    })();
+    }());
     BABYLON.Action = Action;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Actions/babylon.actionManager.js

@@ -47,7 +47,7 @@ var BABYLON;
             return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
         };
         return ActionEvent;
-    })();
+    }());
     BABYLON.ActionEvent = ActionEvent;
     /**
      * Action Manager manages all events to be triggered on a given mesh or the global scene.
@@ -519,6 +519,6 @@ var BABYLON;
         ActionManager.DragMovementThreshold = 10; // in pixels
         ActionManager.LongPressDelay = 500; // in milliseconds
         return ActionManager;
-    })();
+    }());
     BABYLON.ActionManager = ActionManager;
 })(BABYLON || (BABYLON = {}));

+ 4 - 4
src/Actions/babylon.condition.js

@@ -29,7 +29,7 @@ var BABYLON;
             };
         };
         return Condition;
-    })();
+    }());
     BABYLON.Condition = Condition;
     var ValueCondition = (function (_super) {
         __extends(ValueCondition, _super);
@@ -117,7 +117,7 @@ var BABYLON;
         ValueCondition._IsGreater = 2;
         ValueCondition._IsLesser = 3;
         return ValueCondition;
-    })(Condition);
+    }(Condition));
     BABYLON.ValueCondition = ValueCondition;
     var PredicateCondition = (function (_super) {
         __extends(PredicateCondition, _super);
@@ -129,7 +129,7 @@ var BABYLON;
             return this.predicate();
         };
         return PredicateCondition;
-    })(Condition);
+    }(Condition));
     BABYLON.PredicateCondition = PredicateCondition;
     var StateCondition = (function (_super) {
         __extends(StateCondition, _super);
@@ -152,6 +152,6 @@ var BABYLON;
             });
         };
         return StateCondition;
-    })(Condition);
+    }(Condition));
     BABYLON.StateCondition = StateCondition;
 })(BABYLON || (BABYLON = {}));

+ 12 - 12
src/Actions/babylon.directActions.js

@@ -29,7 +29,7 @@ var BABYLON;
             }, parent);
         };
         return SwitchBooleanAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.SwitchBooleanAction = SwitchBooleanAction;
     var SetStateAction = (function (_super) {
         __extends(SetStateAction, _super);
@@ -51,7 +51,7 @@ var BABYLON;
             }, parent);
         };
         return SetStateAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.SetStateAction = SetStateAction;
     var SetValueAction = (function (_super) {
         __extends(SetValueAction, _super);
@@ -79,7 +79,7 @@ var BABYLON;
             }, parent);
         };
         return SetValueAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.SetValueAction = SetValueAction;
     var IncrementValueAction = (function (_super) {
         __extends(IncrementValueAction, _super);
@@ -110,7 +110,7 @@ var BABYLON;
             }, parent);
         };
         return IncrementValueAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.IncrementValueAction = IncrementValueAction;
     var PlayAnimationAction = (function (_super) {
         __extends(PlayAnimationAction, _super);
@@ -139,7 +139,7 @@ var BABYLON;
             }, parent);
         };
         return PlayAnimationAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.PlayAnimationAction = PlayAnimationAction;
     var StopAnimationAction = (function (_super) {
         __extends(StopAnimationAction, _super);
@@ -160,7 +160,7 @@ var BABYLON;
             }, parent);
         };
         return StopAnimationAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.StopAnimationAction = StopAnimationAction;
     var DoNothingAction = (function (_super) {
         __extends(DoNothingAction, _super);
@@ -177,7 +177,7 @@ var BABYLON;
             }, parent);
         };
         return DoNothingAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.DoNothingAction = DoNothingAction;
     var CombineAction = (function (_super) {
         __extends(CombineAction, _super);
@@ -208,7 +208,7 @@ var BABYLON;
             return serializationObject;
         };
         return CombineAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.CombineAction = CombineAction;
     var ExecuteCodeAction = (function (_super) {
         __extends(ExecuteCodeAction, _super);
@@ -220,7 +220,7 @@ var BABYLON;
             this.func(evt);
         };
         return ExecuteCodeAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.ExecuteCodeAction = ExecuteCodeAction;
     var SetParentAction = (function (_super) {
         __extends(SetParentAction, _super);
@@ -250,7 +250,7 @@ var BABYLON;
             }, parent);
         };
         return SetParentAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.SetParentAction = SetParentAction;
     var PlaySoundAction = (function (_super) {
         __extends(PlaySoundAction, _super);
@@ -271,7 +271,7 @@ var BABYLON;
             }, parent);
         };
         return PlaySoundAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.PlaySoundAction = PlaySoundAction;
     var StopSoundAction = (function (_super) {
         __extends(StopSoundAction, _super);
@@ -292,6 +292,6 @@ var BABYLON;
             }, parent);
         };
         return StopSoundAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.StopSoundAction = StopSoundAction;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Actions/babylon.interpolateValueAction.js

@@ -72,6 +72,6 @@ var BABYLON;
             }, parent);
         };
         return InterpolateValueAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.InterpolateValueAction = InterpolateValueAction;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Animations/babylon.animatable.js

@@ -127,6 +127,6 @@ var BABYLON;
             return running;
         };
         return Animatable;
-    })();
+    }());
     BABYLON.Animatable = Animatable;
 })(BABYLON || (BABYLON = {}));

+ 13 - 13
src/Animations/babylon.easing.js

@@ -58,7 +58,7 @@ var BABYLON;
         EasingFunction._EASINGMODE_EASEOUT = 1;
         EasingFunction._EASINGMODE_EASEINOUT = 2;
         return EasingFunction;
-    })();
+    }());
     BABYLON.EasingFunction = EasingFunction;
     var CircleEase = (function (_super) {
         __extends(CircleEase, _super);
@@ -70,7 +70,7 @@ var BABYLON;
             return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
         };
         return CircleEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.CircleEase = CircleEase;
     var BackEase = (function (_super) {
         __extends(BackEase, _super);
@@ -84,7 +84,7 @@ var BABYLON;
             return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
         };
         return BackEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.BackEase = BackEase;
     var BounceEase = (function (_super) {
         __extends(BounceEase, _super);
@@ -116,7 +116,7 @@ var BABYLON;
             return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
         };
         return BounceEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.BounceEase = BounceEase;
     var CubicEase = (function (_super) {
         __extends(CubicEase, _super);
@@ -127,7 +127,7 @@ var BABYLON;
             return (gradient * gradient * gradient);
         };
         return CubicEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.CubicEase = CubicEase;
     var ElasticEase = (function (_super) {
         __extends(ElasticEase, _super);
@@ -151,7 +151,7 @@ var BABYLON;
             return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
         };
         return ElasticEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.ElasticEase = ElasticEase;
     var ExponentialEase = (function (_super) {
         __extends(ExponentialEase, _super);
@@ -167,7 +167,7 @@ var BABYLON;
             return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
         };
         return ExponentialEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.ExponentialEase = ExponentialEase;
     var PowerEase = (function (_super) {
         __extends(PowerEase, _super);
@@ -181,7 +181,7 @@ var BABYLON;
             return Math.pow(gradient, y);
         };
         return PowerEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.PowerEase = PowerEase;
     var QuadraticEase = (function (_super) {
         __extends(QuadraticEase, _super);
@@ -192,7 +192,7 @@ var BABYLON;
             return (gradient * gradient);
         };
         return QuadraticEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.QuadraticEase = QuadraticEase;
     var QuarticEase = (function (_super) {
         __extends(QuarticEase, _super);
@@ -203,7 +203,7 @@ var BABYLON;
             return (gradient * gradient * gradient * gradient);
         };
         return QuarticEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.QuarticEase = QuarticEase;
     var QuinticEase = (function (_super) {
         __extends(QuinticEase, _super);
@@ -214,7 +214,7 @@ var BABYLON;
             return (gradient * gradient * gradient * gradient * gradient);
         };
         return QuinticEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.QuinticEase = QuinticEase;
     var SineEase = (function (_super) {
         __extends(SineEase, _super);
@@ -225,7 +225,7 @@ var BABYLON;
             return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
         };
         return SineEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.SineEase = SineEase;
     var BezierCurveEase = (function (_super) {
         __extends(BezierCurveEase, _super);
@@ -244,6 +244,6 @@ var BABYLON;
             return BABYLON.BezierCurve.interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
         };
         return BezierCurveEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.BezierCurveEase = BezierCurveEase;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Audio/babylon.analyser.js

@@ -106,6 +106,6 @@ var BABYLON;
             }
         };
         return Analyser;
-    })();
+    }());
     BABYLON.Analyser = Analyser;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Audio/babylon.audioEngine.js

@@ -101,6 +101,6 @@ var BABYLON;
             }
         };
         return AudioEngine;
-    })();
+    }());
     BABYLON.AudioEngine = AudioEngine;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Audio/babylon.sound.js

@@ -547,6 +547,6 @@ var BABYLON;
             return newSound;
         };
         return Sound;
-    })();
+    }());
     BABYLON.Sound = Sound;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Audio/babylon.soundtrack.js

@@ -96,6 +96,6 @@ var BABYLON;
             }
         };
         return SoundTrack;
-    })();
+    }());
     BABYLON.SoundTrack = SoundTrack;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Bones/babylon.bone.js

@@ -124,6 +124,6 @@ var BABYLON;
             return true;
         };
         return Bone;
-    })(BABYLON.Node);
+    }(BABYLON.Node));
     BABYLON.Bone = Bone;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Bones/babylon.skeleton.js

@@ -329,6 +329,6 @@ var BABYLON;
             return skeleton;
         };
         return Skeleton;
-    })();
+    }());
     BABYLON.Skeleton = Skeleton;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.arcrotatecamera.input.gamepad.js

@@ -65,7 +65,7 @@ var BABYLON;
             BABYLON.serialize()
         ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
         return ArcRotateCameraGamepadInput;
-    })();
+    }());
     BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
     BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.arcrotatecamera.input.keyboard.js

@@ -107,7 +107,7 @@ var BABYLON;
             BABYLON.serialize()
         ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
         return ArcRotateCameraKeyboardMoveInput;
-    })();
+    }());
     BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
     BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.arcrotatecamera.input.mousewheel.js

@@ -51,7 +51,7 @@ var BABYLON;
             BABYLON.serialize()
         ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
         return ArcRotateCameraMouseWheelInput;
-    })();
+    }());
     BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
     BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.arcrotatecamera.input.pointers.js

@@ -213,7 +213,7 @@ var BABYLON;
             BABYLON.serialize()
         ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
         return ArcRotateCameraPointersInput;
-    })();
+    }());
     BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
     BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.arcrotatecamera.input.vrdeviceorientation.js

@@ -42,7 +42,7 @@ var BABYLON;
             return "VRDeviceOrientation";
         };
         return ArcRotateCameraVRDeviceOrientationInput;
-    })();
+    }());
     BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
     BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.deviceorientation.js

@@ -70,7 +70,7 @@ var BABYLON;
             BABYLON.serialize()
         ], FreeCameraDeviceOrientationInput.prototype, "moveSensibility", void 0);
         return FreeCameraDeviceOrientationInput;
-    })();
+    }());
     BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
     BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.gamepad.js

@@ -60,7 +60,7 @@ var BABYLON;
             BABYLON.serialize()
         ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
         return FreeCameraGamepadInput;
-    })();
+    }());
     BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
     BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.keyboard.js

@@ -111,7 +111,7 @@ var BABYLON;
             BABYLON.serialize()
         ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
         return FreeCameraKeyboardMoveInput;
-    })();
+    }());
     BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
     BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.mouse.js

@@ -92,7 +92,7 @@ var BABYLON;
             BABYLON.serialize()
         ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
         return FreeCameraMouseInput;
-    })();
+    }());
     BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
     BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.touch.js

@@ -116,7 +116,7 @@ var BABYLON;
             BABYLON.serialize()
         ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
         return FreeCameraTouchInput;
-    })();
+    }());
     BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
     BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.virtualjoystick.js

@@ -48,7 +48,7 @@ var BABYLON;
             return "virtualJoystick";
         };
         return FreeCameraVirtualJoystickInput;
-    })();
+    }());
     BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
     BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.vrdeviceorientation.js

@@ -47,7 +47,7 @@ var BABYLON;
             return "VRDeviceOrientation";
         };
         return FreeCameraVRDeviceOrientationInput;
-    })();
+    }());
     BABYLON.FreeCameraVRDeviceOrientationInput = FreeCameraVRDeviceOrientationInput;
     BABYLON.CameraInputTypes["FreeCameraVRDeviceOrientationInput"] = FreeCameraVRDeviceOrientationInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/VR/babylon.vrCameraMetrics.js

@@ -67,6 +67,6 @@ var BABYLON;
             return result;
         };
         return VRCameraMetrics;
-    })();
+    }());
     BABYLON.VRCameraMetrics = VRCameraMetrics;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Cameras/VR/babylon.vrDeviceOrientationCamera.js

@@ -19,7 +19,7 @@ var BABYLON;
             return "VRDeviceOrientationFreeCamera";
         };
         return VRDeviceOrientationFreeCamera;
-    })(BABYLON.FreeCamera);
+    }(BABYLON.FreeCamera));
     BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
     var VRDeviceOrientationArcRotateCamera = (function (_super) {
         __extends(VRDeviceOrientationArcRotateCamera, _super);
@@ -35,6 +35,6 @@ var BABYLON;
             return "VRDeviceOrientationArcRotateCamera";
         };
         return VRDeviceOrientationArcRotateCamera;
-    })(BABYLON.ArcRotateCamera);
+    }(BABYLON.ArcRotateCamera));
     BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/VR/babylon.webVRCamera.js

@@ -72,6 +72,6 @@ var BABYLON;
             return "WebVRFreeCamera";
         };
         return WebVRFreeCamera;
-    })(BABYLON.FreeCamera);
+    }(BABYLON.FreeCamera));
     BABYLON.WebVRFreeCamera = WebVRFreeCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.arcRotateCamera.js

@@ -541,6 +541,6 @@ var BABYLON;
             BABYLON.serialize()
         ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
         return ArcRotateCamera;
-    })(BABYLON.TargetCamera);
+    }(BABYLON.TargetCamera));
     BABYLON.ArcRotateCamera = ArcRotateCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.arcRotateCameraInputsManager.js

@@ -31,6 +31,6 @@ var BABYLON;
             return this;
         };
         return ArcRotateCameraInputsManager;
-    })(BABYLON.CameraInputsManager);
+    }(BABYLON.CameraInputsManager));
     BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.camera.js

@@ -612,6 +612,6 @@ var BABYLON;
             BABYLON.serialize()
         ], Camera.prototype, "isStereoscopicSideBySide", void 0);
         return Camera;
-    })(BABYLON.Node);
+    }(BABYLON.Node));
     BABYLON.Camera = Camera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.cameraInputsManager.js

@@ -128,6 +128,6 @@ var BABYLON;
             }
         };
         return CameraInputsManager;
-    })();
+    }());
     BABYLON.CameraInputsManager = CameraInputsManager;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.deviceOrientationCamera.js

@@ -46,6 +46,6 @@ var BABYLON;
             return "DeviceOrientationCamera";
         };
         return DeviceOrientationCamera;
-    })(BABYLON.FreeCamera);
+    }(BABYLON.FreeCamera));
     BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Cameras/babylon.followCamera.js

@@ -84,7 +84,7 @@ var BABYLON;
             BABYLON.serializeAsMeshReference("lockedTargetId")
         ], FollowCamera.prototype, "target", void 0);
         return FollowCamera;
-    })(BABYLON.TargetCamera);
+    }(BABYLON.TargetCamera));
     BABYLON.FollowCamera = FollowCamera;
     var ArcFollowCamera = (function (_super) {
         __extends(ArcFollowCamera, _super);
@@ -112,6 +112,6 @@ var BABYLON;
             return "ArcFollowCamera";
         };
         return ArcFollowCamera;
-    })(BABYLON.TargetCamera);
+    }(BABYLON.TargetCamera));
     BABYLON.ArcFollowCamera = ArcFollowCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.freeCamera.js

@@ -180,6 +180,6 @@ var BABYLON;
             BABYLON.serialize()
         ], FreeCamera.prototype, "applyGravity", void 0);
         return FreeCamera;
-    })(BABYLON.TargetCamera);
+    }(BABYLON.TargetCamera));
     BABYLON.FreeCamera = FreeCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.freeCameraInputsManager.js

@@ -40,6 +40,6 @@ var BABYLON;
             return this;
         };
         return FreeCameraInputsManager;
-    })(BABYLON.CameraInputsManager);
+    }(BABYLON.CameraInputsManager));
     BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.gamepadCamera.js

@@ -46,6 +46,6 @@ var BABYLON;
             return "GamepadCamera";
         };
         return GamepadCamera;
-    })(BABYLON.UniversalCamera);
+    }(BABYLON.UniversalCamera));
     BABYLON.GamepadCamera = GamepadCamera;
 })(BABYLON || (BABYLON = {}));

+ 8 - 8
src/Cameras/babylon.stereoscopicCameras.js

@@ -16,7 +16,7 @@ var BABYLON;
             return "AnaglyphFreeCamera";
         };
         return AnaglyphFreeCamera;
-    })(BABYLON.FreeCamera);
+    }(BABYLON.FreeCamera));
     BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
     var AnaglyphArcRotateCamera = (function (_super) {
         __extends(AnaglyphArcRotateCamera, _super);
@@ -29,7 +29,7 @@ var BABYLON;
             return "AnaglyphArcRotateCamera";
         };
         return AnaglyphArcRotateCamera;
-    })(BABYLON.ArcRotateCamera);
+    }(BABYLON.ArcRotateCamera));
     BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
     var AnaglyphGamepadCamera = (function (_super) {
         __extends(AnaglyphGamepadCamera, _super);
@@ -42,7 +42,7 @@ var BABYLON;
             return "AnaglyphGamepadCamera";
         };
         return AnaglyphGamepadCamera;
-    })(BABYLON.GamepadCamera);
+    }(BABYLON.GamepadCamera));
     BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
     var AnaglyphUniversalCamera = (function (_super) {
         __extends(AnaglyphUniversalCamera, _super);
@@ -55,7 +55,7 @@ var BABYLON;
             return "AnaglyphUniversalCamera";
         };
         return AnaglyphUniversalCamera;
-    })(BABYLON.UniversalCamera);
+    }(BABYLON.UniversalCamera));
     BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
     var StereoscopicFreeCamera = (function (_super) {
         __extends(StereoscopicFreeCamera, _super);
@@ -69,7 +69,7 @@ var BABYLON;
             return "StereoscopicFreeCamera";
         };
         return StereoscopicFreeCamera;
-    })(BABYLON.FreeCamera);
+    }(BABYLON.FreeCamera));
     BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
     var StereoscopicArcRotateCamera = (function (_super) {
         __extends(StereoscopicArcRotateCamera, _super);
@@ -83,7 +83,7 @@ var BABYLON;
             return "StereoscopicArcRotateCamera";
         };
         return StereoscopicArcRotateCamera;
-    })(BABYLON.ArcRotateCamera);
+    }(BABYLON.ArcRotateCamera));
     BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
     var StereoscopicGamepadCamera = (function (_super) {
         __extends(StereoscopicGamepadCamera, _super);
@@ -97,7 +97,7 @@ var BABYLON;
             return "StereoscopicGamepadCamera";
         };
         return StereoscopicGamepadCamera;
-    })(BABYLON.GamepadCamera);
+    }(BABYLON.GamepadCamera));
     BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
     var StereoscopicUniversalCamera = (function (_super) {
         __extends(StereoscopicUniversalCamera, _super);
@@ -111,6 +111,6 @@ var BABYLON;
             return "StereoscopicUniversalCamera";
         };
         return StereoscopicUniversalCamera;
-    })(BABYLON.UniversalCamera);
+    }(BABYLON.UniversalCamera));
     BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.targetCamera.js

@@ -258,6 +258,6 @@ var BABYLON;
             BABYLON.serializeAsMeshReference("lockedTargetId")
         ], TargetCamera.prototype, "lockedTarget", void 0);
         return TargetCamera;
-    })(BABYLON.Camera);
+    }(BABYLON.Camera));
     BABYLON.TargetCamera = TargetCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.touchCamera.js

@@ -53,6 +53,6 @@ var BABYLON;
             }
         };
         return TouchCamera;
-    })(BABYLON.FreeCamera);
+    }(BABYLON.FreeCamera));
     BABYLON.TouchCamera = TouchCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.universalCamera.js

@@ -46,6 +46,6 @@ var BABYLON;
             return "UniversalCamera";
         };
         return UniversalCamera;
-    })(BABYLON.TouchCamera);
+    }(BABYLON.TouchCamera));
     BABYLON.UniversalCamera = UniversalCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.virtualJoysticksCamera.js

@@ -13,6 +13,6 @@ var BABYLON;
             this.inputs.addVirtualJoystick();
         }
         return VirtualJoysticksCamera;
-    })(BABYLON.FreeCamera);
+    }(BABYLON.FreeCamera));
     BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
 })(BABYLON || (BABYLON = {}));

+ 3 - 3
src/Canvas2d/babylon.bounding2d.js

@@ -37,8 +37,8 @@ var BABYLON;
         };
         BoundingInfo2D.CreateFromPointsToRef = function (points, b) {
             var xmin = Number.MAX_VALUE, ymin = Number.MAX_VALUE, xmax = Number.MIN_VALUE, ymax = Number.MIN_VALUE;
-            for (var _i = 0; _i < points.length; _i++) {
-                var p = points[_i];
+            for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
+                var p = points_1[_i];
                 xmin = Math.min(p.x, xmin);
                 xmax = Math.max(p.x, xmax);
                 ymin = Math.min(p.y, ymin);
@@ -132,6 +132,6 @@ var BABYLON;
             BoundingInfo2D.CreateFromMinMaxToRef(xmin, xmax, ymin, ymax, result);
         };
         return BoundingInfo2D;
-    })();
+    }());
     BABYLON.BoundingInfo2D = BoundingInfo2D;
 })(BABYLON || (BABYLON = {}));

+ 3 - 3
src/Canvas2d/babylon.brushes2d.js

@@ -35,7 +35,7 @@ var BABYLON;
         LockableBase.prototype.onLock = function () {
         };
         return LockableBase;
-    })();
+    }());
     BABYLON.LockableBase = LockableBase;
     /**
      * This classs implements a Brush that will be drawn with a uniform solid color (i.e. the same color everywhere in the content where the brush is assigned to).
@@ -82,7 +82,7 @@ var BABYLON;
             BABYLON.className("SolidColorBrush2D")
         ], SolidColorBrush2D);
         return SolidColorBrush2D;
-    })(LockableBase);
+    }(LockableBase));
     BABYLON.SolidColorBrush2D = SolidColorBrush2D;
     var GradientColorBrush2D = (function (_super) {
         __extends(GradientColorBrush2D, _super);
@@ -179,6 +179,6 @@ var BABYLON;
             BABYLON.className("GradientColorBrush2D")
         ], GradientColorBrush2D);
         return GradientColorBrush2D;
-    })(LockableBase);
+    }(LockableBase));
     BABYLON.GradientColorBrush2D = GradientColorBrush2D;
 })(BABYLON || (BABYLON = {}));

+ 96 - 28
src/Canvas2d/babylon.canvas2d.js

@@ -26,7 +26,7 @@ var BABYLON;
             return true;
         };
         return Canvas2DEngineBoundData;
-    })();
+    }());
     BABYLON.Canvas2DEngineBoundData = Canvas2DEngineBoundData;
     var Canvas2D = (function (_super) {
         __extends(Canvas2D, _super);
@@ -38,11 +38,11 @@ var BABYLON;
          * Create a new 2D ScreenSpace Rendering Canvas, it is a 2D rectangle that has a size (width/height) and a position relative to the top/left corner of the screen.
          * ScreenSpace Canvas will be drawn in the Viewport as a 2D Layer lying to the top of the 3D Scene. Typically used for traditional UI.
          * All caching strategies will be available.
-         * @param engine
-         * @param name
-         * @param pos
-         * @param size
-         * @param cachingStrategy
+         * @param scene the Scene that owns the Canvas
+         * @param name the name of the Canvas, for information purpose only
+         * @param pos the position of the canvas, relative from the bottom/left of the scene's viewport
+         * @param size the Size of the canvas. If null two behaviors depend on the cachingStrategy: if it's CACHESTRATEGY_CACHECANVAS then it will always auto-fit the rendering device, in all the other modes it will fit the content of the Canvas
+         * @param cachingStrategy either CACHESTRATEGY_TOPLEVELGROUPS, CACHESTRATEGY_ALLGROUPS, CACHESTRATEGY_CANVAS, CACHESTRATEGY_DONTCACHE. Please refer to their respective documentation for more information.
          */
         Canvas2D.CreateScreenSpace = function (scene, name, pos, size, cachingStrategy) {
             if (cachingStrategy === void 0) { cachingStrategy = Canvas2D.CACHESTRATEGY_TOPLEVELGROUPS; }
@@ -52,8 +52,18 @@ var BABYLON;
             return c;
         };
         /**
-         * Create a new 2D WorldSpace Rendering Canvas, it is a 2D rectangle that has a size (width/height) and a world transformation matrix to place it in the world space.
-         * This kind of canvas can't have its Primitives directly drawn in the Viewport, they need to be cached in a bitmap at some point, as a consequence the DONT_CACHE strategy is unavailable. All remaining strategies are supported.
+         * Create a new 2D WorldSpace Rendering Canvas, it is a 2D rectangle that has a size (width/height) and a world transformation information to place it in the world space.
+         * This kind of canvas can't have its Primitives directly drawn in the Viewport, they need to be cached in a bitmap at some point, as a consequence the DONT_CACHE strategy is unavailable. For now only CACHESTRATEGY_CANVAS is supported, but the remaining strategies will be soon.
+         * @param scene the Scene that owns the Canvas
+         * @param name the name of the Canvas, for information purpose only
+         * @param position the position of the Canvas in World Space
+         * @param rotation the rotation of the Canvas in World Space
+         * @param size the dimension of the Canvas in World Space
+         * @param renderScaleFactor A scale factor applied to create the rendering texture that will be mapped in the Scene Rectangle. If you set 2 for instance the texture will be twice large in width and height. A greater value will allow to achieve a better rendering quality.
+         * BE AWARE that the Canvas true dimension will be size*renderScaleFactor, then all coordinates and size will have to be express regarding this size.
+         * TIPS: if you want a renderScaleFactor independent reference of frame, create a child Group2D in the Canvas with position 0,0 and size set to null, then set its scale property to the same amount than the renderScaleFactor, put all your primitive inside using coordinates regarding the size property you pick for the Canvas and you'll be fine.
+         * @param sideOrientation Unexpected behavior occur if the value is different from Mesh.DEFAULTSIDE right now, so please use this one.
+         * @param cachingStrategy Must be CACHESTRATEGY_CANVAS for now
          */
         Canvas2D.CreateWorldSpace = function (scene, name, position, rotation, size, renderScaleFactor, sideOrientation, cachingStrategy) {
             if (renderScaleFactor === void 0) { renderScaleFactor = 1; }
@@ -64,6 +74,9 @@ var BABYLON;
             //if (cachingStrategy === Canvas2D.CACHESTRATEGY_DONTCACHE) {
             //    throw new Error("CACHESTRATEGY_DONTCACHE cache Strategy can't be used for WorldSpace Canvas");
             //}
+            if (!sideOrientation) {
+                sideOrientation = BABYLON.Mesh.DEFAULTSIDE;
+            }
             var c = new Canvas2D();
             c.setupCanvas(scene, name, new BABYLON.Size(size.width * renderScaleFactor, size.height * renderScaleFactor), false, cachingStrategy);
             var plane = new BABYLON.WorldSpaceCanvas2d(name, scene, c);
@@ -77,22 +90,28 @@ var BABYLON;
             plane.position = position;
             plane.rotationQuaternion = rotation;
             plane.material = mtl;
+            c._worldSpaceNode = plane;
             return c;
         };
         Canvas2D.prototype.setupCanvas = function (scene, name, size, isScreenSpace, cachingstrategy) {
             var _this = this;
             if (isScreenSpace === void 0) { isScreenSpace = true; }
             if (cachingstrategy === void 0) { cachingstrategy = Canvas2D.CACHESTRATEGY_TOPLEVELGROUPS; }
-            this._engineData = scene.getEngine().getOrAddExternalDataWithFactory("__BJSCANVAS2D__", function (k) { return new Canvas2DEngineBoundData(); });
+            var engine = scene.getEngine();
+            this._fitRenderingDevice = !size;
+            if (!size) {
+                size = new BABYLON.Size(engine.getRenderWidth(), engine.getRenderHeight());
+            }
+            this.__engineData = engine.getOrAddExternalDataWithFactory("__BJSCANVAS2D__", function (k) { return new Canvas2DEngineBoundData(); });
             this._cachingStrategy = cachingstrategy;
             this._depthLevel = 0;
             this._hierarchyMaxDepth = 100;
             this._hierarchyLevelZFactor = 1 / this._hierarchyMaxDepth;
             this._hierarchyLevelMaxSiblingCount = 1000;
             this._hierarchySiblingZDelta = this._hierarchyLevelZFactor / this._hierarchyLevelMaxSiblingCount;
-            this.setupGroup2D(this, null, name, BABYLON.Vector2.Zero(), size);
+            this.setupGroup2D(this, null, name, BABYLON.Vector2.Zero(), size, this._cachingStrategy === Canvas2D.CACHESTRATEGY_ALLGROUPS ? BABYLON.Group2D.GROUPCACHEBEHAVIOR_DONTCACHEOVERRIDE : BABYLON.Group2D.GROUPCACHEBEHAVIOR_FOLLOWCACHESTRATEGY);
             this._scene = scene;
-            this._engine = scene.getEngine();
+            this._engine = engine;
             this._renderingSize = new BABYLON.Size(0, 0);
             // Register scene dispose to also dispose the canvas when it'll happens
             scene.onDisposeObservable.add(function (d, s) {
@@ -107,17 +126,21 @@ var BABYLON;
             if (this._isScreeSpace) {
                 this._afterRenderObserver = this._scene.onAfterRenderObservable.add(function (d, s) {
                     _this._engine.clear(null, false, true);
-                    _this.render();
+                    _this._render();
                 });
             }
             else {
                 this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function (d, s) {
-                    _this.render();
+                    _this._render();
                 });
             }
             this._supprtInstancedArray = this._engine.getCaps().instancedArrays !== null;
             //            this._supprtInstancedArray = false; // TODO REMOVE!!!
         };
+        /**
+         * Don't forget to call the dispose method when you're done with the Canvas instance.
+         * But don't worry, if you dispose its scene, the canvas will be automatically disposed too.
+         */
         Canvas2D.prototype.dispose = function () {
             if (!_super.prototype.dispose.call(this)) {
                 return false;
@@ -169,7 +192,21 @@ var BABYLON;
             enumerable: true,
             configurable: true
         });
+        Object.defineProperty(Canvas2D.prototype, "worldSpaceCanvasNode", {
+            /**
+             * Only valid for World Space Canvas, returns the scene node that display the canvas
+             */
+            get: function () {
+                return this._worldSpaceNode;
+            },
+            enumerable: true,
+            configurable: true
+        });
         Object.defineProperty(Canvas2D.prototype, "supportInstancedArray", {
+            /**
+             * Check if the WebGL Instanced Array extension is supported or not
+             * @returns {}
+             */
             get: function () {
                 return this._supprtInstancedArray;
             },
@@ -222,6 +259,10 @@ var BABYLON;
             configurable: true
         });
         Object.defineProperty(Canvas2D.prototype, "backgroundRoundRadius", {
+            /**
+             * You can set the roundRadius of the background
+             * @returns The current roundRadius
+             */
             get: function () {
                 if (!this._background || !this._background.isVisible) {
                     return null;
@@ -239,9 +280,9 @@ var BABYLON;
             enumerable: true,
             configurable: true
         });
-        Object.defineProperty(Canvas2D.prototype, "engineData", {
+        Object.defineProperty(Canvas2D.prototype, "_engineData", {
             get: function () {
-                return this._engineData;
+                return this.__engineData;
             },
             enumerable: true,
             configurable: true
@@ -265,6 +306,10 @@ var BABYLON;
             configurable: true
         });
         Object.defineProperty(Canvas2D.prototype, "hierarchyLevelZFactor", {
+            /**
+             * Return the Z Factor that will be applied for each new hierarchy level.
+             * @returns The Z Factor
+             */
             get: function () {
                 return this._hierarchyLevelZFactor;
             },
@@ -272,29 +317,42 @@ var BABYLON;
             configurable: true
         });
         /**
-         * Method that renders the Canvas
-         * @param camera the current camera.
+         * Method that renders the Canvas, you should not invoke
          */
-        Canvas2D.prototype.render = function () {
+        Canvas2D.prototype._render = function () {
             this._renderingSize.width = this.engine.getRenderWidth();
             this._renderingSize.height = this.engine.getRenderHeight();
+            if (this._fitRenderingDevice) {
+                this.size = this._renderingSize;
+                if (this._background) {
+                    this._background.size = this.size;
+                }
+            }
             var context = new BABYLON.Render2DContext();
             context.forceRefreshPrimitive = false;
             ++this._globalTransformProcessStep;
             this.updateGlobalTransVis(false);
             this._prepareGroupRender(context);
             this._groupRender(context);
+            // If the canvas is cached at canvas level, we must manually render the sprite that will display its content
+            if (this._cachingStrategy === Canvas2D.CACHESTRATEGY_CANVAS && this._cachedCanvasGroup) {
+                this._cachedCanvasGroup._renderCachedCanvas(context);
+            }
         };
         /**
-         * Internal method that alloc a cache for the given group.
-         * Caching is made using a collection of MapTexture where many groups have their bitmapt cache stored inside.
+         * Internal method that allocate a cache for the given group.
+         * Caching is made using a collection of MapTexture where many groups have their bitmap cache stored inside.
          * @param group The group to allocate the cache of.
          * @return custom type with the PackedRect instance giving information about the cache location into the texture and also the MapTexture instance that stores the cache.
          */
-        Canvas2D.prototype._allocateGroupCache = function (group) {
+        Canvas2D.prototype._allocateGroupCache = function (group, parent, minSize) {
             // Determine size
             var size = group.actualSize;
             size = new BABYLON.Size(Math.ceil(size.width), Math.ceil(size.height));
+            if (minSize) {
+                size.width = Math.max(minSize.width, size.width);
+                size.height = Math.max(minSize.height, size.height);
+            }
             if (!this._groupCacheMaps) {
                 this._groupCacheMaps = new Array();
             }
@@ -322,13 +380,22 @@ var BABYLON;
                 var node = map.allocateRect(size);
                 res = { node: node, texture: map };
             }
-            // Create a Sprite that will be used to render this cache, the "__cachedSpriteOfGroup__" starting id is a hack to bypass exception throwing in case of the Canvas doesn't normally allows direct primitives
+            // Check if we have to create a Sprite that will display the content of the Canvas which is cached.
             // Don't do it in case of the group being a worldspace canvas (because its texture is bound to a WorldSpaceCanvas node)
             if (group !== this || this._isScreeSpace) {
                 var node = res.node;
-                var sprite = BABYLON.Sprite2D.Create(this, "__cachedSpriteOfGroup__" + group.id, group.position.x, group.position.y, map, node.contentSize, node.pos, false);
-                sprite.origin = BABYLON.Vector2.Zero();
-                res.sprite = sprite;
+                // Special case if the canvas is entirely cached: create a group that will have a single sprite it will be rendered specifically at the very end of the rendering process
+                if (this._cachingStrategy === Canvas2D.CACHESTRATEGY_CANVAS) {
+                    this._cachedCanvasGroup = BABYLON.Group2D._createCachedCanvasGroup(this);
+                    var sprite = BABYLON.Sprite2D.Create(this._cachedCanvasGroup, "__cachedCanvasSprite__", 0, 0, map, node.contentSize, node.pos);
+                    sprite.zOrder = 1;
+                    sprite.origin = BABYLON.Vector2.Zero();
+                }
+                else {
+                    var sprite = BABYLON.Sprite2D.Create(parent, "__cachedSpriteOfGroup__" + group.id, group.position.x, group.position.y, map, node.contentSize, node.pos, false);
+                    sprite.origin = BABYLON.Vector2.Zero();
+                    res.sprite = sprite;
+                }
             }
             return res;
         };
@@ -363,7 +430,8 @@ var BABYLON;
         /**
          * In this strategy each group will have its own cache bitmap (except if a given group explicitly defines the DONTCACHEOVERRIDE or CACHEINPARENTGROUP behaviors).
          * This strategy is typically used if the canvas has some groups that are frequently animated. Unchanged ones will have a steady cache and the others will be refreshed when they change, reducing the redraw operation count to their content only.
-         * When using this strategy, group instances can rely on the DONTCACHEOVERRIDE or CACHEINPARENTGROUP behaviors to minize the amount of cached bitmaps.
+         * When using this strategy, group instances can rely on the DONTCACHEOVERRIDE or CACHEINPARENTGROUP behaviors to minimize the amount of cached bitmaps.
+         * Note that in this mode the Canvas itself is not cached, it only contains the sprites of its direct children group to render, there's no point to cache the whole canvas, sprites will be rendered pretty efficiently, the memory cost would be too great for the value of it.
          */
         Canvas2D.CACHESTRATEGY_ALLGROUPS = 2;
         /**
@@ -371,7 +439,7 @@ var BABYLON;
          */
         Canvas2D.CACHESTRATEGY_CANVAS = 3;
         /**
-         * This strategy is used to recompose/redraw the canvas entierely at each viewport render.
+         * This strategy is used to recompose/redraw the canvas entirely at each viewport render.
          * Use this strategy if memory is a concern above rendering performances and/or if the canvas is frequently animated (hence reducing the benefits of caching).
          * Note that you can't use this strategy for WorldSpace Canvas, they need at least a top level group caching.
          */
@@ -387,6 +455,6 @@ var BABYLON;
             BABYLON.className("Canvas2D")
         ], Canvas2D);
         return Canvas2D;
-    })(BABYLON.Group2D);
+    }(BABYLON.Group2D));
     BABYLON.Canvas2D = Canvas2D;
 })(BABYLON || (BABYLON = {}));

+ 103 - 27
src/Canvas2d/babylon.canvas2d.ts

@@ -30,7 +30,8 @@
         /**
          * In this strategy each group will have its own cache bitmap (except if a given group explicitly defines the DONTCACHEOVERRIDE or CACHEINPARENTGROUP behaviors).
          * This strategy is typically used if the canvas has some groups that are frequently animated. Unchanged ones will have a steady cache and the others will be refreshed when they change, reducing the redraw operation count to their content only.
-         * When using this strategy, group instances can rely on the DONTCACHEOVERRIDE or CACHEINPARENTGROUP behaviors to minize the amount of cached bitmaps.
+         * When using this strategy, group instances can rely on the DONTCACHEOVERRIDE or CACHEINPARENTGROUP behaviors to minimize the amount of cached bitmaps.
+         * Note that in this mode the Canvas itself is not cached, it only contains the sprites of its direct children group to render, there's no point to cache the whole canvas, sprites will be rendered pretty efficiently, the memory cost would be too great for the value of it.
          */
         public static CACHESTRATEGY_ALLGROUPS = 2;
 
@@ -40,7 +41,7 @@
         public static CACHESTRATEGY_CANVAS = 3;
 
         /**
-         * This strategy is used to recompose/redraw the canvas entierely at each viewport render.
+         * This strategy is used to recompose/redraw the canvas entirely at each viewport render.
          * Use this strategy if memory is a concern above rendering performances and/or if the canvas is frequently animated (hence reducing the benefits of caching).
          * Note that you can't use this strategy for WorldSpace Canvas, they need at least a top level group caching.
          */
@@ -50,11 +51,11 @@
          * Create a new 2D ScreenSpace Rendering Canvas, it is a 2D rectangle that has a size (width/height) and a position relative to the top/left corner of the screen.
          * ScreenSpace Canvas will be drawn in the Viewport as a 2D Layer lying to the top of the 3D Scene. Typically used for traditional UI.
          * All caching strategies will be available.
-         * @param engine
-         * @param name
-         * @param pos
-         * @param size
-         * @param cachingStrategy
+         * @param scene the Scene that owns the Canvas
+         * @param name the name of the Canvas, for information purpose only
+         * @param pos the position of the canvas, relative from the bottom/left of the scene's viewport
+         * @param size the Size of the canvas. If null two behaviors depend on the cachingStrategy: if it's CACHESTRATEGY_CACHECANVAS then it will always auto-fit the rendering device, in all the other modes it will fit the content of the Canvas
+         * @param cachingStrategy either CACHESTRATEGY_TOPLEVELGROUPS, CACHESTRATEGY_ALLGROUPS, CACHESTRATEGY_CANVAS, CACHESTRATEGY_DONTCACHE. Please refer to their respective documentation for more information.
          */
         static CreateScreenSpace(scene: Scene, name: string, pos: Vector2, size: Size, cachingStrategy: number = Canvas2D.CACHESTRATEGY_TOPLEVELGROUPS): Canvas2D {
             let c = new Canvas2D();
@@ -64,9 +65,20 @@
             return c;
         }
 
+
         /**
-         * Create a new 2D WorldSpace Rendering Canvas, it is a 2D rectangle that has a size (width/height) and a world transformation matrix to place it in the world space.
-         * This kind of canvas can't have its Primitives directly drawn in the Viewport, they need to be cached in a bitmap at some point, as a consequence the DONT_CACHE strategy is unavailable. All remaining strategies are supported.
+         * Create a new 2D WorldSpace Rendering Canvas, it is a 2D rectangle that has a size (width/height) and a world transformation information to place it in the world space.
+         * This kind of canvas can't have its Primitives directly drawn in the Viewport, they need to be cached in a bitmap at some point, as a consequence the DONT_CACHE strategy is unavailable. For now only CACHESTRATEGY_CANVAS is supported, but the remaining strategies will be soon.
+         * @param scene the Scene that owns the Canvas
+         * @param name the name of the Canvas, for information purpose only
+         * @param position the position of the Canvas in World Space
+         * @param rotation the rotation of the Canvas in World Space
+         * @param size the dimension of the Canvas in World Space
+         * @param renderScaleFactor A scale factor applied to create the rendering texture that will be mapped in the Scene Rectangle. If you set 2 for instance the texture will be twice large in width and height. A greater value will allow to achieve a better rendering quality.
+         * BE AWARE that the Canvas true dimension will be size*renderScaleFactor, then all coordinates and size will have to be express regarding this size.
+         * TIPS: if you want a renderScaleFactor independent reference of frame, create a child Group2D in the Canvas with position 0,0 and size set to null, then set its scale property to the same amount than the renderScaleFactor, put all your primitive inside using coordinates regarding the size property you pick for the Canvas and you'll be fine.
+         * @param sideOrientation Unexpected behavior occur if the value is different from Mesh.DEFAULTSIDE right now, so please use this one.
+         * @param cachingStrategy Must be CACHESTRATEGY_CANVAS for now
          */
         static CreateWorldSpace(scene: Scene, name: string, position: Vector3, rotation: Quaternion, size: Size, renderScaleFactor: number=1, sideOrientation?: number, cachingStrategy: number = Canvas2D.CACHESTRATEGY_TOPLEVELGROUPS): Canvas2D {
             if (cachingStrategy !== Canvas2D.CACHESTRATEGY_CANVAS) {
@@ -77,6 +89,10 @@
             //    throw new Error("CACHESTRATEGY_DONTCACHE cache Strategy can't be used for WorldSpace Canvas");
             //}
 
+            if (!sideOrientation) {
+                sideOrientation = Mesh.DEFAULTSIDE;
+            }
+
             let c = new Canvas2D();
             c.setupCanvas(scene, name, new Size(size.width*renderScaleFactor, size.height*renderScaleFactor), false, cachingStrategy);
 
@@ -93,12 +109,18 @@
             plane.position = position;
             plane.rotationQuaternion = rotation;
             plane.material = mtl;
+            c._worldSpaceNode = plane;
 
             return c;
         }
 
         protected setupCanvas(scene: Scene, name: string, size: Size, isScreenSpace: boolean = true, cachingstrategy: number = Canvas2D.CACHESTRATEGY_TOPLEVELGROUPS) {
-            this._engineData = scene.getEngine().getOrAddExternalDataWithFactory("__BJSCANVAS2D__", k => new Canvas2DEngineBoundData());
+            let engine = scene.getEngine();
+            this._fitRenderingDevice = !size;
+            if (!size) {
+                size = new Size(engine.getRenderWidth(), engine.getRenderHeight());
+            }
+            this.__engineData = engine.getOrAddExternalDataWithFactory("__BJSCANVAS2D__", k => new Canvas2DEngineBoundData());
             this._cachingStrategy = cachingstrategy;
             this._depthLevel = 0;
             this._hierarchyMaxDepth = 100;
@@ -106,10 +128,10 @@
             this._hierarchyLevelMaxSiblingCount = 1000;
             this._hierarchySiblingZDelta = this._hierarchyLevelZFactor / this._hierarchyLevelMaxSiblingCount;
 
-            this.setupGroup2D(this, null, name, Vector2.Zero(), size);
+            this.setupGroup2D(this, null, name, Vector2.Zero(), size, this._cachingStrategy===Canvas2D.CACHESTRATEGY_ALLGROUPS ? Group2D.GROUPCACHEBEHAVIOR_DONTCACHEOVERRIDE : Group2D.GROUPCACHEBEHAVIOR_FOLLOWCACHESTRATEGY);
 
             this._scene = scene;
-            this._engine = scene.getEngine();
+            this._engine = engine;
             this._renderingSize = new Size(0, 0);
 
             // Register scene dispose to also dispose the canvas when it'll happens
@@ -127,11 +149,11 @@
             if (this._isScreeSpace) {
                 this._afterRenderObserver = this._scene.onAfterRenderObservable.add((d, s) => {
                     this._engine.clear(null, false, true);
-                    this.render();
+                    this._render();
                 });
             } else {
                 this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add((d, s) => {
-                    this.render();
+                    this._render();
                 });
             }
 
@@ -139,6 +161,10 @@
 //            this._supprtInstancedArray = false; // TODO REMOVE!!!
         }
 
+        /**
+         * Don't forget to call the dispose method when you're done with the Canvas instance.
+         * But don't worry, if you dispose its scene, the canvas will be automatically disposed too.
+         */
         public dispose(): boolean {
             if (!super.dispose()) {
                 return false;
@@ -185,6 +211,17 @@
             return this._cachingStrategy;
         }
 
+        /**
+         * Only valid for World Space Canvas, returns the scene node that display the canvas
+         */
+        public get worldSpaceCanvasNode(): WorldSpaceCanvas2d {
+            return this._worldSpaceNode;
+        }
+
+        /**
+         * Check if the WebGL Instanced Array extension is supported or not
+         * @returns {} 
+         */
         public get supportInstancedArray() {
             return this._supprtInstancedArray;
         }
@@ -234,6 +271,10 @@
             this._background.levelVisible = true;
         }
 
+        /**
+         * You can set the roundRadius of the background
+         * @returns The current roundRadius
+         */
         public get backgroundRoundRadius(): number {
             if (!this._background || !this._background.isVisible) {
                 return null;
@@ -252,8 +293,8 @@
             this._background.levelVisible = true;
         }
 
-        public get engineData(): Canvas2DEngineBoundData {
-            return this._engineData;
+        public get _engineData(): Canvas2DEngineBoundData {
+            return this.__engineData;
         }
 
         private checkBackgroundAvailability() {
@@ -272,16 +313,23 @@
             return this._hierarchySiblingZDelta;
         }
 
+        /**
+         * Return the Z Factor that will be applied for each new hierarchy level.
+         * @returns The Z Factor
+         */
         public get hierarchyLevelZFactor(): number {
             return this._hierarchyLevelZFactor;
         }
 
-        private _engineData: Canvas2DEngineBoundData;
+        private __engineData: Canvas2DEngineBoundData;
+        private _worldSpaceNode: WorldSpaceCanvas2d;
         private _mapCounter = 0;
         private _background: Rectangle2D;
         private _scene: Scene;
         private _engine: Engine;
+        private _fitRenderingDevice: boolean;
         private _isScreeSpace: boolean;
+        private _cachedCanvasGroup: Group2D;
         private _cachingStrategy: number;
         private _hierarchyMaxDepth: number;
         private _hierarchyLevelZFactor: number;
@@ -295,13 +343,19 @@
         public _renderingSize: Size;
 
         /**
-         * Method that renders the Canvas
-         * @param camera the current camera.
+         * Method that renders the Canvas, you should not invoke
          */
-        public render() {
+        private _render() {
             this._renderingSize.width = this.engine.getRenderWidth();
             this._renderingSize.height = this.engine.getRenderHeight();
 
+            if (this._fitRenderingDevice) {
+                this.size = this._renderingSize;
+                if (this._background) {
+                    this._background.size = this.size;
+                }
+            }
+
             var context = new Render2DContext();
             context.forceRefreshPrimitive = false;
 
@@ -310,18 +364,28 @@
 
             this._prepareGroupRender(context);
             this._groupRender(context);
+
+            // If the canvas is cached at canvas level, we must manually render the sprite that will display its content
+            if (this._cachingStrategy === Canvas2D.CACHESTRATEGY_CANVAS && this._cachedCanvasGroup) {
+                this._cachedCanvasGroup._renderCachedCanvas(context);
+            }
         }
 
         /**
-         * Internal method that alloc a cache for the given group.
-         * Caching is made using a collection of MapTexture where many groups have their bitmapt cache stored inside.
+         * Internal method that allocate a cache for the given group.
+         * Caching is made using a collection of MapTexture where many groups have their bitmap cache stored inside.
          * @param group The group to allocate the cache of.
          * @return custom type with the PackedRect instance giving information about the cache location into the texture and also the MapTexture instance that stores the cache.
          */
-        public _allocateGroupCache(group: Group2D): { node: PackedRect, texture: MapTexture, sprite: Sprite2D } {
+        public _allocateGroupCache(group: Group2D, parent: Group2D, minSize?: Size): { node: PackedRect, texture: MapTexture, sprite: Sprite2D } {
             // Determine size
             let size = group.actualSize;
             size = new Size(Math.ceil(size.width), Math.ceil(size.height));
+            if (minSize) {
+                size.width  = Math.max(minSize.width, size.width);
+                size.height = Math.max(minSize.height, size.height);
+            }
+
             if (!this._groupCacheMaps) {
                 this._groupCacheMaps = new Array<MapTexture>();
             }
@@ -354,13 +418,25 @@
                 res = { node: node, texture: map }
             }
 
-            // Create a Sprite that will be used to render this cache, the "__cachedSpriteOfGroup__" starting id is a hack to bypass exception throwing in case of the Canvas doesn't normally allows direct primitives
+            // Check if we have to create a Sprite that will display the content of the Canvas which is cached.
             // Don't do it in case of the group being a worldspace canvas (because its texture is bound to a WorldSpaceCanvas node)
             if (group !== <any>this || this._isScreeSpace) {
                 let node: PackedRect = res.node;
-                let sprite = Sprite2D.Create(this, `__cachedSpriteOfGroup__${group.id}`, group.position.x, group.position.y, map, node.contentSize, node.pos, false);
-                sprite.origin = Vector2.Zero();
-                res.sprite = sprite;
+
+                // Special case if the canvas is entirely cached: create a group that will have a single sprite it will be rendered specifically at the very end of the rendering process
+                if (this._cachingStrategy === Canvas2D.CACHESTRATEGY_CANVAS) {
+                    this._cachedCanvasGroup = Group2D._createCachedCanvasGroup(this);
+                    let sprite = Sprite2D.Create(this._cachedCanvasGroup, "__cachedCanvasSprite__", 0, 0, map, node.contentSize, node.pos);
+                    sprite.zOrder = 1;
+                    sprite.origin = Vector2.Zero();
+                }
+
+                // Create a Sprite that will be used to render this cache, the "__cachedSpriteOfGroup__" starting id is a hack to bypass exception throwing in case of the Canvas doesn't normally allows direct primitives
+                else {
+                    let sprite = Sprite2D.Create(parent, `__cachedSpriteOfGroup__${group.id}`, group.position.x, group.position.y, map, node.contentSize, node.pos, false);
+                    sprite.origin = Vector2.Zero();
+                    res.sprite = sprite;
+                }
             }
             return res;
         }

+ 88 - 37
src/Canvas2d/babylon.group2d.js

@@ -13,11 +13,14 @@ var BABYLON;
 (function (BABYLON) {
     var Group2D = (function (_super) {
         __extends(Group2D, _super);
+        /**
+         * Don't invoke directly, rely on Group2D.CreateXXX methods
+         */
         function Group2D() {
             _super.call(this);
             this._primDirtyList = new Array();
             this._childrenRenderableGroups = new Array();
-            this.groupRenderInfo = new BABYLON.StringDictionary();
+            this._renderGroupInstancesInfo = new BABYLON.StringDictionary();
         }
         Group2D.CreateGroup2D = function (parent, id, position, size, cacheBehabior) {
             if (cacheBehabior === void 0) { cacheBehabior = Group2D.GROUPCACHEBEHAVIOR_FOLLOWCACHESTRATEGY; }
@@ -26,6 +29,11 @@ var BABYLON;
             g.setupGroup2D(parent.owner, parent, id, position, size, cacheBehabior);
             return g;
         };
+        Group2D._createCachedCanvasGroup = function (owner) {
+            var g = new Group2D();
+            g.setupGroup2D(owner, null, "__cachedCanvasGroup__", BABYLON.Vector2.Zero());
+            return g;
+        };
         Group2D.prototype.applyCachedTexture = function (vertexData, material) {
             this._bindCacheTarget();
             var uv = vertexData.uvs;
@@ -39,6 +47,9 @@ var BABYLON;
             this._cacheTexture.hasAlpha = true;
             this._unbindCacheTarget();
         };
+        /**
+         * Call this method to remove this Group and its children from the Canvas
+         */
         Group2D.prototype.dispose = function () {
             if (!_super.prototype.dispose.call(this)) {
                 return false;
@@ -56,25 +67,14 @@ var BABYLON;
                 this._primDirtyList.splice(0);
                 this._primDirtyList = null;
             }
-            if (this.groupRenderInfo) {
-                this.groupRenderInfo.forEach(function (k, v) {
+            if (this._renderGroupInstancesInfo) {
+                this._renderGroupInstancesInfo.forEach(function (k, v) {
                     v.dispose();
                 });
-                this.groupRenderInfo = null;
+                this._renderGroupInstancesInfo = null;
             }
             return true;
         };
-        /**
-         * Create an instance of the Group Primitive.
-         * A group act as a container for many sub primitives, if features:
-         * - Maintain a size, not setting one will determine it based on its content.
-         * - Play an essential role in the rendering pipeline. A group and its content can be cached into a bitmap to enhance rendering performance (at the cost of memory storage in GPU)
-         * @param owner
-         * @param id
-         * @param position
-         * @param size
-         * @param dontcache
-         */
         Group2D.prototype.setupGroup2D = function (owner, parent, id, position, size, cacheBehavior) {
             if (cacheBehavior === void 0) { cacheBehavior = Group2D.GROUPCACHEBEHAVIOR_FOLLOWCACHESTRATEGY; }
             this._cacheBehavior = cacheBehavior;
@@ -83,6 +83,9 @@ var BABYLON;
             this._viewportPosition = BABYLON.Vector2.Zero();
         };
         Object.defineProperty(Group2D.prototype, "isRenderableGroup", {
+            /**
+             * @returns Returns true if the Group render content, false if it's a logical group only
+             */
             get: function () {
                 return this._isRenderableGroup;
             },
@@ -90,6 +93,9 @@ var BABYLON;
             configurable: true
         });
         Object.defineProperty(Group2D.prototype, "isCachedGroup", {
+            /**
+             * @returns only meaningful for isRenderableGroup, will be true if the content of the Group is cached into a texture, false if it's rendered every time
+             */
             get: function () {
                 return this._isCachedGroup;
             },
@@ -100,6 +106,10 @@ var BABYLON;
             get: function () {
                 return this._size;
             },
+            /**
+             * Get/Set the size of the group. If null the size of the group will be determine from its content.
+             * BEWARE: if the Group is a RenderableGroup and its content is cache the texture will be resized each time the group is getting bigger. For performance reason the opposite won't be true: the texture won't shrink if the group does.
+             */
             set: function (val) {
                 this._size = val;
             },
@@ -115,18 +125,32 @@ var BABYLON;
         });
         Object.defineProperty(Group2D.prototype, "actualSize", {
             get: function () {
+                // The computed size will be floor on both width and height
+                var actualSize;
                 // Return the size if set by the user
                 if (this._size) {
-                    return this._size;
+                    actualSize = new BABYLON.Size(Math.ceil(this._size.width), Math.ceil(this._size.height));
                 }
-                // Otherwise the size is computed based on the boundingInfo
-                var m = this.boundingInfo.max();
-                return new BABYLON.Size(m.x, m.y);
+                else {
+                    var m = this.boundingInfo.max();
+                    actualSize = new BABYLON.Size(Math.ceil(m.x), Math.ceil(m.y));
+                }
+                // Compare the size with the one we previously had, if it differ we set the property dirty and trigger a GroupChanged to synchronize a displaySprite (if any)
+                if (!actualSize.equals(this._actualSize)) {
+                    this._instanceDirtyFlags |= Group2D.actualSizeProperty.flagId;
+                    this._actualSize = actualSize;
+                    this.handleGroupChanged(Group2D.actualSizeProperty);
+                }
+                return actualSize;
             },
             enumerable: true,
             configurable: true
         });
         Object.defineProperty(Group2D.prototype, "cacheBehavior", {
+            /**
+             * Get/set the Cache Behavior, used in case the Canvas Cache Strategy is set to CACHESTRATEGY_ALLGROUPS. Can be either GROUPCACHEBEHAVIOR_CACHEINPARENTGROUP, GROUPCACHEBEHAVIOR_DONTCACHEOVERRIDE or GROUPCACHEBEHAVIOR_FOLLOWCACHESTRATEGY. See their documentation for more information.
+             * It is critical to understand than you HAVE TO play with this behavior in order to achieve a good performance/memory ratio. Caching all groups would certainly be the worst strategy of all.
+             */
             get: function () {
                 return this._cacheBehavior;
             },
@@ -136,6 +160,11 @@ var BABYLON;
         Group2D.prototype._addPrimToDirtyList = function (prim) {
             this._primDirtyList.push(prim);
         };
+        Group2D.prototype._renderCachedCanvas = function (context) {
+            this.updateGlobalTransVis(true);
+            this._prepareGroupRender(context);
+            this._groupRender(context);
+        };
         Group2D.prototype.updateLevelBoundingInfo = function () {
             var size;
             // If the size is set by the user, the boundingInfo is computed from this value
@@ -156,7 +185,7 @@ var BABYLON;
                 this.updateGlobalTransVisOf(sortedDirtyList, true);
             }
             // Setup the size of the rendering viewport
-            // In non cache mode, we're rendering directly to the rendering canvas, in this case we have to detect if the canvas size changed since the previous iteration, if it's the case all primitives must be preprared again because their transformation must be recompute
+            // In non cache mode, we're rendering directly to the rendering canvas, in this case we have to detect if the canvas size changed since the previous iteration, if it's the case all primitives must be prepared again because their transformation must be recompute
             if (!this._isCachedGroup) {
                 // Compute the WebGL viewport's location/size
                 var t = this._globalTransform.getTranslation();
@@ -165,7 +194,7 @@ var BABYLON;
                 s.height = Math.min(s.height, rs.height - t.y);
                 s.width = Math.min(s.width, rs.width - t.x);
                 var x = t.x;
-                var y = (rs.height - s.height) - t.y;
+                var y = t.y;
                 // The viewport where we're rendering must be the size of the canvas if this one fit in the rendering screen or clipped to the screen dimensions if needed
                 this._viewportPosition.x = x;
                 this._viewportPosition.y = y;
@@ -183,7 +212,11 @@ var BABYLON;
                 }
             }
             else {
-                this._viewportSize = this.actualSize;
+                var newSize = this.actualSize.clone();
+                if (!newSize.equals(this._viewportSize)) {
+                    context.forceRefreshPrimitive = true;
+                }
+                this._viewportSize = newSize;
             }
             if ((this._primDirtyList.length > 0) || context.forceRefreshPrimitive) {
                 // If the group is cached, set the dirty flag to true because of the incoming changes
@@ -235,26 +268,26 @@ var BABYLON;
                     var curVP = engine.setDirectViewport(this._viewportPosition.x, this._viewportPosition.y, this._viewportSize.width, this._viewportSize.height);
                 }
                 // For each different model of primitive to render
-                var totalRenderCount = 0;
-                this.groupRenderInfo.forEach(function (k, v) {
-                    // This part will pack the dynfloatarray and update the instanced array WebGLBufffer
+                var totalRenderCount_1 = 0;
+                this._renderGroupInstancesInfo.forEach(function (k, v) {
+                    // This part will pack the dynamicfloatarray and update the instanced array WebGLBufffer
                     // Skip it if instanced arrays are not supported
                     if (_this.owner.supportInstancedArray) {
                         for (var i = 0; i < v._instancesPartsData.length; i++) {
                             // If the instances of the model was changed, pack the data
                             var array = v._instancesPartsData[i];
                             var instanceData_1 = array.pack();
-                            totalRenderCount += array.usedElementCount;
+                            totalRenderCount_1 += array.usedElementCount;
                             // Compute the size the instance buffer should have
                             var neededSize = array.usedElementCount * array.stride * 4;
                             // Check if we have to (re)create the instancesBuffer because there's none or the size is too small
-                            if (!v._instancesPartsBuffer[i] || (v._instancesPartsBufferSize[i] <= neededSize)) {
+                            if (!v._instancesPartsBuffer[i] || (v._instancesPartsBufferSize[i] < neededSize)) {
                                 if (v._instancesPartsBuffer[i]) {
                                     engine.deleteInstancesBuffer(v._instancesPartsBuffer[i]);
                                 }
                                 v._instancesPartsBuffer[i] = engine.createInstancesBuffer(neededSize);
                                 v._instancesPartsBufferSize[i] = neededSize;
-                                v._dirtyInstancesData = true;
+                                v._dirtyInstancesData = false;
                                 // Update the WebGL buffer to match the new content of the instances data
                                 engine._gl.bufferSubData(engine._gl.ARRAY_BUFFER, 0, instanceData_1);
                             }
@@ -266,8 +299,8 @@ var BABYLON;
                             }
                         }
                     }
-                    // Submit render only if we have something to render (everything may be hiden and the floatarray empty)
-                    if (!_this.owner.supportInstancedArray || totalRenderCount > 0) {
+                    // Submit render only if we have something to render (everything may be hidden and the floatarray empty)
+                    if (!_this.owner.supportInstancedArray || totalRenderCount_1 > 0) {
                         // render all the instances of this model, if the render method returns true then our instances are no longer dirty
                         var renderFailed = !v._modelCache.render(v, context);
                         // Update dirty flag/related
@@ -288,15 +321,30 @@ var BABYLON;
             }
         };
         Group2D.prototype._bindCacheTarget = function () {
-            // Check if we have to allocate a rendering zone in the global cache texture
+            var curWidth;
+            var curHeight;
+            if (this._cacheNode) {
+                var size = this._cacheNode.contentSize;
+                var groupWidth = Math.ceil(this.actualSize.width);
+                var groupHeight = Math.ceil(this.actualSize.height);
+                if ((size.width < groupWidth) || (size.height < groupHeight)) {
+                    curWidth = Math.floor(size.width * 1.07); // Grow 5% more to avoid frequent resizing for few pixels...
+                    curHeight = Math.floor(size.height * 1.07);
+                    //console.log(`[${this._globalTransformProcessStep}] Resize group ${this.id}, width: ${curWidth}, height: ${curHeight}`);
+                    this._cacheTexture.freeRect(this._cacheNode);
+                    this._cacheNode = null;
+                }
+            }
             if (!this._cacheNode) {
-                var res = this.owner._allocateGroupCache(this);
+                // Check if we have to allocate a rendering zone in the global cache texture
+                var res = this.owner._allocateGroupCache(this, this.renderGroup, curWidth ? new BABYLON.Size(curWidth, curHeight) : null);
                 this._cacheNode = res.node;
                 this._cacheTexture = res.texture;
                 this._cacheRenderSprite = res.sprite;
+                var size = this._cacheNode.contentSize;
             }
             var n = this._cacheNode;
-            this._cacheTexture.bindTextureForRect(n, true);
+            this._cacheTexture.bindTextureForPosSize(n.pos, this.actualSize, true);
         };
         Group2D.prototype._unbindCacheTarget = function () {
             if (this._cacheTexture) {
@@ -319,6 +367,9 @@ var BABYLON;
             else if (prop.id === BABYLON.Prim2DBase.scaleProperty.id) {
                 this._cacheRenderSprite.scale = this.scale;
             }
+            else if (prop.id === Group2D.actualSizeProperty.id) {
+                this._cacheRenderSprite.spriteSize = this.actualSize.clone();
+            }
         };
         Group2D.prototype.detectGroupStates = function () {
             var isCanvas = this instanceof BABYLON.Canvas2D;
@@ -334,7 +385,7 @@ var BABYLON;
                     this._isCachedGroup = true;
                 }
                 else {
-                    this._isRenderableGroup = false;
+                    this._isRenderableGroup = this.id === "__cachedCanvasGroup__";
                     this._isCachedGroup = false;
                 }
             }
@@ -379,8 +430,8 @@ var BABYLON;
         };
         Group2D.GROUP2D_PROPCOUNT = BABYLON.Prim2DBase.PRIM2DBASE_PROPCOUNT + 5;
         /**
-           * Default behavior, the group will use the caching strategy defined at the Canvas Level
-           */
+         * Default behavior, the group will use the caching strategy defined at the Canvas Level
+         */
         Group2D.GROUPCACHEBEHAVIOR_FOLLOWCACHESTRATEGY = 0;
         /**
          * When used, this group's content won't be cached, no matter which strategy used.
@@ -401,6 +452,6 @@ var BABYLON;
             BABYLON.className("Group2D")
         ], Group2D);
         return Group2D;
-    })(BABYLON.Prim2DBase);
+    }(BABYLON.Prim2DBase));
     BABYLON.Group2D = Group2D;
 })(BABYLON || (BABYLON = {}));

+ 107 - 42
src/Canvas2d/babylon.group2d.ts

@@ -7,8 +7,8 @@
         public static actualSizeProperty: Prim2DPropInfo;
 
         /**
-           * Default behavior, the group will use the caching strategy defined at the Canvas Level
-           */
+         * Default behavior, the group will use the caching strategy defined at the Canvas Level
+         */
         public static GROUPCACHEBEHAVIOR_FOLLOWCACHESTRATEGY = 0;
 
         /**
@@ -22,11 +22,14 @@
          */
         public static GROUPCACHEBEHAVIOR_CACHEINPARENTGROUP = 2;
 
+        /**
+         * Don't invoke directly, rely on Group2D.CreateXXX methods
+         */
         constructor() {
             super();
             this._primDirtyList = new Array<Prim2DBase>();
             this._childrenRenderableGroups = new Array<Group2D>();
-            this.groupRenderInfo = new StringDictionary<GroupInstanceInfo>();
+            this._renderGroupInstancesInfo = new StringDictionary<GroupInstanceInfo>();
         }
 
         static CreateGroup2D(parent: Prim2DBase, id: string, position: Vector2, size?: Size, cacheBehabior: number = Group2D.GROUPCACHEBEHAVIOR_FOLLOWCACHESTRATEGY): Group2D {
@@ -37,7 +40,15 @@
             return g;
         }
 
-        applyCachedTexture(vertexData: VertexData, material: StandardMaterial) {
+        static _createCachedCanvasGroup(owner: Canvas2D): Group2D {
+            var g = new Group2D();
+            g.setupGroup2D(owner, null, "__cachedCanvasGroup__", Vector2.Zero());
+
+            return g;
+            
+        }
+
+        protected applyCachedTexture(vertexData: VertexData, material: StandardMaterial) {
             this._bindCacheTarget();
 
             var uv = vertexData.uvs;
@@ -53,6 +64,9 @@
             this._unbindCacheTarget();
         }
 
+        /**
+         * Call this method to remove this Group and its children from the Canvas
+         */
         public dispose(): boolean {
             if (!super.dispose()) {
                 return false;
@@ -74,52 +88,47 @@
                 this._primDirtyList = null;
             }
 
-            if (this.groupRenderInfo) {
-                this.groupRenderInfo.forEach((k, v) => {
+            if (this._renderGroupInstancesInfo) {
+                this._renderGroupInstancesInfo.forEach((k, v) => {
                     v.dispose();
                 });
-                this.groupRenderInfo = null;
+                this._renderGroupInstancesInfo = null;
             }
 
             return true;
         }
 
-        /**
-         * Create an instance of the Group Primitive.
-         * A group act as a container for many sub primitives, if features:
-         * - Maintain a size, not setting one will determine it based on its content.
-         * - Play an essential role in the rendering pipeline. A group and its content can be cached into a bitmap to enhance rendering performance (at the cost of memory storage in GPU)
-         * @param owner
-         * @param id
-         * @param position
-         * @param size
-         * @param dontcache
-         */
-        protected setupGroup2D(owner: Canvas2D,
-            parent: Prim2DBase,
-            id: string,
-            position: Vector2,
-            size?: Size,
-            cacheBehavior: number = Group2D.GROUPCACHEBEHAVIOR_FOLLOWCACHESTRATEGY) {
+        protected setupGroup2D(owner: Canvas2D, parent: Prim2DBase, id: string, position: Vector2, size?: Size, cacheBehavior: number = Group2D.GROUPCACHEBEHAVIOR_FOLLOWCACHESTRATEGY) {
             this._cacheBehavior = cacheBehavior;
             this.setupPrim2DBase(owner, parent, id, position);
             this.size = size;
             this._viewportPosition = Vector2.Zero();
         }
 
+        /**
+         * @returns Returns true if the Group render content, false if it's a logical group only
+         */
         public get isRenderableGroup(): boolean {
             return this._isRenderableGroup;
         }
 
+        /**
+         * @returns only meaningful for isRenderableGroup, will be true if the content of the Group is cached into a texture, false if it's rendered every time
+         */
         public get isCachedGroup(): boolean {
             return this._isCachedGroup;
         }
 
+
         @instanceLevelProperty(Prim2DBase.PRIM2DBASE_PROPCOUNT + 1, pi => Group2D.sizeProperty = pi, false, true)
         public get size(): Size {
             return this._size;
         }
 
+        /**
+         * Get/Set the size of the group. If null the size of the group will be determine from its content.
+         * BEWARE: if the Group is a RenderableGroup and its content is cache the texture will be resized each time the group is getting bigger. For performance reason the opposite won't be true: the texture won't shrink if the group does.
+         */
         public set size(val: Size) {
             this._size = val;
         }
@@ -129,17 +138,38 @@
         }
 
         @instanceLevelProperty(Prim2DBase.PRIM2DBASE_PROPCOUNT + 2, pi => Group2D.actualSizeProperty = pi)
+        /**
+         * Get the actual size of the group, if the size property is not null, this value will be the same, but if size is null, actualSize will return the size computed from the group's bounding content.
+         */
         public get actualSize(): Size {
+            // The computed size will be floor on both width and height
+            let actualSize: Size;
+
             // Return the size if set by the user
             if (this._size) {
-                return this._size;
+                actualSize = new Size(Math.ceil(this._size.width), Math.ceil(this._size.height));
             }
 
             // Otherwise the size is computed based on the boundingInfo
-            let m = this.boundingInfo.max();
-            return new Size(m.x, m.y);
+            else {
+                let m = this.boundingInfo.max();
+                actualSize = new Size(Math.ceil(m.x), Math.ceil(m.y));
+            }
+
+            // Compare the size with the one we previously had, if it differ we set the property dirty and trigger a GroupChanged to synchronize a displaySprite (if any)
+            if (!actualSize.equals(this._actualSize)) {
+                this._instanceDirtyFlags |= Group2D.actualSizeProperty.flagId;
+                this._actualSize = actualSize;
+                this.handleGroupChanged(Group2D.actualSizeProperty);
+            }
+
+            return actualSize;
         }
 
+        /**
+         * Get/set the Cache Behavior, used in case the Canvas Cache Strategy is set to CACHESTRATEGY_ALLGROUPS. Can be either GROUPCACHEBEHAVIOR_CACHEINPARENTGROUP, GROUPCACHEBEHAVIOR_DONTCACHEOVERRIDE or GROUPCACHEBEHAVIOR_FOLLOWCACHESTRATEGY. See their documentation for more information.
+         * It is critical to understand than you HAVE TO play with this behavior in order to achieve a good performance/memory ratio. Caching all groups would certainly be the worst strategy of all.
+         */
         public get cacheBehavior(): number {
             return this._cacheBehavior;
         }
@@ -148,6 +178,12 @@
             this._primDirtyList.push(prim);
         }
 
+        public _renderCachedCanvas(context: Render2DContext) {
+            this.updateGlobalTransVis(true);
+            this._prepareGroupRender(context);
+            this._groupRender(context);
+        }
+
         protected updateLevelBoundingInfo() {
             let size: Size;
 
@@ -155,7 +191,7 @@
             if (this.size) {
                 size = this.size;
             }
-            // Otherwise the group's level bouding info is "collapsed"
+            // Otherwise the group's level bounding info is "collapsed"
             else {
                 size = new Size(0, 0);
             }
@@ -174,7 +210,7 @@
             }
 
             // Setup the size of the rendering viewport
-            // In non cache mode, we're rendering directly to the rendering canvas, in this case we have to detect if the canvas size changed since the previous iteration, if it's the case all primitives must be preprared again because their transformation must be recompute
+            // In non cache mode, we're rendering directly to the rendering canvas, in this case we have to detect if the canvas size changed since the previous iteration, if it's the case all primitives must be prepared again because their transformation must be recompute
             if (!this._isCachedGroup) {
                 // Compute the WebGL viewport's location/size
                 let t = this._globalTransform.getTranslation();
@@ -183,7 +219,7 @@
                 s.height = Math.min(s.height, rs.height - t.y);
                 s.width = Math.min(s.width, rs.width - t.x);
                 let x = t.x;
-                let y = (rs.height - s.height) - t.y;
+                let y = t.y;
 
                 // The viewport where we're rendering must be the size of the canvas if this one fit in the rendering screen or clipped to the screen dimensions if needed
                 this._viewportPosition.x = x;
@@ -200,8 +236,15 @@
                     this._viewportSize.width = vw;
                     this._viewportSize.height = vh;
                 }
-            } else {
-                this._viewportSize = this.actualSize;
+            }
+
+            // For a cachedGroup we also check of the group's actualSize is changing, if it's the case then the rendering zone will be change so we also have to dirty all primitives to prepare them again.
+            else {
+                let newSize = this.actualSize.clone();
+                if (!newSize.equals(this._viewportSize)) {
+                    context.forceRefreshPrimitive = true;
+                }
+                this._viewportSize = newSize;
             }
 
             if ((this._primDirtyList.length > 0) || context.forceRefreshPrimitive) {
@@ -259,9 +302,9 @@
 
                 // For each different model of primitive to render
                 let totalRenderCount = 0;
-                this.groupRenderInfo.forEach((k, v) => {
+                this._renderGroupInstancesInfo.forEach((k, v) => {
 
-                    // This part will pack the dynfloatarray and update the instanced array WebGLBufffer
+                    // This part will pack the dynamicfloatarray and update the instanced array WebGLBufffer
                     // Skip it if instanced arrays are not supported
                     if (this.owner.supportInstancedArray) {
                         for (let i = 0; i < v._instancesPartsData.length; i++) {
@@ -274,13 +317,13 @@
                             let neededSize = array.usedElementCount * array.stride * 4;
 
                             // Check if we have to (re)create the instancesBuffer because there's none or the size is too small
-                            if (!v._instancesPartsBuffer[i] || (v._instancesPartsBufferSize[i] <= neededSize)) {
+                            if (!v._instancesPartsBuffer[i] || (v._instancesPartsBufferSize[i] < neededSize)) {
                                 if (v._instancesPartsBuffer[i]) {
                                     engine.deleteInstancesBuffer(v._instancesPartsBuffer[i]);
                                 }
                                 v._instancesPartsBuffer[i] = engine.createInstancesBuffer(neededSize);
                                 v._instancesPartsBufferSize[i] = neededSize;
-                                v._dirtyInstancesData = true;
+                                v._dirtyInstancesData = false;
 
                                 // Update the WebGL buffer to match the new content of the instances data
                                 engine._gl.bufferSubData(engine._gl.ARRAY_BUFFER, 0, instanceData);
@@ -294,7 +337,7 @@
                         }
                     }
 
-                    // Submit render only if we have something to render (everything may be hiden and the floatarray empty)
+                    // Submit render only if we have something to render (everything may be hidden and the floatarray empty)
                     if (!this.owner.supportInstancedArray || totalRenderCount > 0) {
                         // render all the instances of this model, if the render method returns true then our instances are no longer dirty
                         let renderFailed = !v._modelCache.render(v, context);
@@ -319,16 +362,34 @@
         }
 
         private _bindCacheTarget() {
-            // Check if we have to allocate a rendering zone in the global cache texture
+            let curWidth: number;
+            let curHeight: number;
+
+            if (this._cacheNode) {
+                let size = this._cacheNode.contentSize;
+                let groupWidth = Math.ceil(this.actualSize.width);
+                let groupHeight = Math.ceil(this.actualSize.height);
+
+                if ((size.width < groupWidth) || (size.height < groupHeight)) {
+                    curWidth = Math.floor(size.width * 1.07);    // Grow 5% more to avoid frequent resizing for few pixels...
+                    curHeight = Math.floor(size.height * 1.07);
+                    //console.log(`[${this._globalTransformProcessStep}] Resize group ${this.id}, width: ${curWidth}, height: ${curHeight}`);
+                    this._cacheTexture.freeRect(this._cacheNode);
+                    this._cacheNode = null;
+                }
+            }
+
             if (!this._cacheNode) {
-                var res = this.owner._allocateGroupCache(this);
+                // Check if we have to allocate a rendering zone in the global cache texture
+                var res = this.owner._allocateGroupCache(this, this.renderGroup, curWidth ? new Size(curWidth, curHeight) : null);
                 this._cacheNode = res.node;
                 this._cacheTexture = res.texture;
                 this._cacheRenderSprite = res.sprite;
+                let size = this._cacheNode.contentSize;
             }
 
             let n = this._cacheNode;
-            this._cacheTexture.bindTextureForRect(n, true);
+            this._cacheTexture.bindTextureForPosSize(n.pos, this.actualSize, true);
         }
 
         private _unbindCacheTarget() {
@@ -351,6 +412,9 @@
                 this._cacheRenderSprite.rotation = this.rotation;
             } else if (prop.id === Prim2DBase.scaleProperty.id) {
                 this._cacheRenderSprite.scale = this.scale;
+            } else if (prop.id === Group2D.actualSizeProperty.id) {
+                this._cacheRenderSprite.spriteSize = this.actualSize.clone();
+                //console.log(`[${this._globalTransformProcessStep}] Sync Sprite ${this.id}, width: ${this.actualSize.width}, height: ${this.actualSize.height}`);
             }
         }
 
@@ -370,7 +434,7 @@
                     this._isRenderableGroup = true;
                     this._isCachedGroup = true;
                 } else {
-                    this._isRenderableGroup = false;
+                    this._isRenderableGroup = this.id === "__cachedCanvasGroup__";
                     this._isCachedGroup = false;
                 }
             }
@@ -423,6 +487,7 @@
         private _cacheGroupDirty: boolean;
         protected _childrenRenderableGroups: Array<Group2D>;
         private _size: Size;
+        private _actualSize: Size;
         private _cacheBehavior: number;
         private _primDirtyList: Array<Prim2DBase>;
         private _cacheNode: PackedRect;
@@ -431,7 +496,7 @@
         private _viewportPosition: Vector2;
         private _viewportSize: Size;
 
-        groupRenderInfo: StringDictionary<GroupInstanceInfo>;
+        _renderGroupInstancesInfo: StringDictionary<GroupInstanceInfo>;
     }
 
 }

+ 2 - 2
src/Canvas2d/babylon.modelRenderCache.js

@@ -31,7 +31,7 @@ var BABYLON;
             return true;
         };
         return GroupInstanceInfo;
-    })();
+    }());
     BABYLON.GroupInstanceInfo = GroupInstanceInfo;
     var ModelRenderCache = (function () {
         function ModelRenderCache(engine, modelKey, isTransparent) {
@@ -178,6 +178,6 @@ var BABYLON;
         ModelRenderCache.v3 = BABYLON.Vector3.Zero();
         ModelRenderCache.v4 = BABYLON.Vector4.Zero();
         return ModelRenderCache;
-    })();
+    }());
     BABYLON.ModelRenderCache = ModelRenderCache;
 })(BABYLON || (BABYLON = {}));

+ 5 - 5
src/Canvas2d/babylon.prim2dBase.js

@@ -15,7 +15,7 @@ var BABYLON;
         function Render2DContext() {
         }
         return Render2DContext;
-    })();
+    }());
     BABYLON.Render2DContext = Render2DContext;
     var Prim2DBase = (function (_super) {
         __extends(Prim2DBase, _super);
@@ -123,7 +123,7 @@ var BABYLON;
              * The origin is used only to compute transformation of the primitive, it has no meaning in the primitive local frame of reference
              * For instance:
              * 0,0 means the center is top/left
-             * 0.5,0.5 means the center is at the center of the primtive
+             * 0.5,0.5 means the center is at the center of the primitive
              * 0,1 means the center is bottom/left
              * @returns The normalized center.
              */
@@ -306,8 +306,8 @@ var BABYLON;
             }
         };
         Prim2DBase.prototype.updateGlobalTransVisOf = function (list, recurse) {
-            for (var _i = 0; _i < list.length; _i++) {
-                var cur = list[_i];
+            for (var _i = 0, list_1 = list; _i < list_1.length; _i++) {
+                var cur = list_1[_i];
                 cur.updateGlobalTransVis(recurse);
             }
         };
@@ -372,6 +372,6 @@ var BABYLON;
             BABYLON.className("Prim2DBase")
         ], Prim2DBase);
         return Prim2DBase;
-    })(BABYLON.SmartPropertyPrim);
+    }(BABYLON.SmartPropertyPrim));
     BABYLON.Prim2DBase = Prim2DBase;
 })(BABYLON || (BABYLON = {}));

+ 3 - 3
src/Canvas2d/babylon.prim2dBase.ts

@@ -113,7 +113,7 @@
          * The origin is used only to compute transformation of the primitive, it has no meaning in the primitive local frame of reference
          * For instance:
          * 0,0 means the center is top/left
-         * 0.5,0.5 means the center is at the center of the primtive
+         * 0.5,0.5 means the center is at the center of the primitive
          * 0,1 means the center is bottom/left
          * @returns The normalized center.
          */
@@ -360,12 +360,12 @@
         private _scale: number;
         private _origin: Vector2;
 
-        // Stores the step of the parent for which the current global tranform was computed
+        // Stores the step of the parent for which the current global transform was computed
         // If the parent has a new step, it means this prim's global transform must be updated
         protected _parentTransformStep: number;
 
         // Stores the step corresponding of the global transform for this prim
-        // If a child prim has an older _parentTransformStep it means the chidl's transform should be updated
+        // If a child prim has an older _parentTransformStep it means the child's transform should be updated
         protected _globalTransformStep: number;
 
         // Stores the previous 

+ 6 - 6
src/Canvas2d/babylon.rectangle2d.js

@@ -39,7 +39,7 @@ var BABYLON;
                 var count = instanceInfo._instancesPartsData[partIndex].usedElementCount;
                 if (instanceInfo._owner.owner.supportInstancedArray) {
                     if (!this.instancingFillAttributes) {
-                        // Compute the offset locations of the attributes in the vertexshader that will be mapped to the instance buffer data
+                        // Compute the offset locations of the attributes in the vertex shader that will be mapped to the instance buffer data
                         this.instancingFillAttributes = this.loadInstancingAttributes(BABYLON.Shape2D.SHAPE2D_FILLPARTID, this.effectFill);
                     }
                     engine.updateAndBindInstancesBuffer(instanceInfo._instancesPartsBuffer[partIndex], null, this.instancingFillAttributes);
@@ -112,7 +112,7 @@ var BABYLON;
             return true;
         };
         return Rectangle2DRenderCache;
-    })(BABYLON.ModelRenderCache);
+    }(BABYLON.ModelRenderCache));
     BABYLON.Rectangle2DRenderCache = Rectangle2DRenderCache;
     var Rectangle2DInstanceData = (function (_super) {
         __extends(Rectangle2DInstanceData, _super);
@@ -130,7 +130,7 @@ var BABYLON;
             BABYLON.instanceData()
         ], Rectangle2DInstanceData.prototype, "properties", null);
         return Rectangle2DInstanceData;
-    })(BABYLON.Shape2DInstanceData);
+    }(BABYLON.Shape2DInstanceData));
     BABYLON.Rectangle2DInstanceData = Rectangle2DInstanceData;
     var Rectangle2D = (function (_super) {
         __extends(Rectangle2D, _super);
@@ -203,7 +203,7 @@ var BABYLON;
         Rectangle2D.prototype.setupModelRenderCache = function (modelRenderCache) {
             var renderCache = modelRenderCache;
             var engine = this.owner.engine;
-            // Need to create webgl resources for fill part?
+            // Need to create WebGL resources for fill part?
             if (this.fill) {
                 var vbSize = ((this.notRounded ? 1 : Rectangle2D.roundSubdivisions) * 4) + 1;
                 var vb = new Float32Array(vbSize);
@@ -226,7 +226,7 @@ var BABYLON;
                     //                    renderCache.setupUniformsLocation(e, ei.uniforms, Shape2D.SHAPE2D_FILLPARTID);
                 });
             }
-            // Need to create webgl resource for border part?
+            // Need to create WebGL resource for border part?
             if (this.border) {
                 var vbSize = (this.notRounded ? 1 : Rectangle2D.roundSubdivisions) * 4 * 2;
                 var vb = new Float32Array(vbSize);
@@ -296,6 +296,6 @@ var BABYLON;
             BABYLON.className("Rectangle2D")
         ], Rectangle2D);
         return Rectangle2D;
-    })(BABYLON.Shape2D);
+    }(BABYLON.Shape2D));
     BABYLON.Rectangle2D = Rectangle2D;
 })(BABYLON || (BABYLON = {}));

+ 3 - 3
src/Canvas2d/babylon.rectangle2d.ts

@@ -44,7 +44,7 @@
                 let count = instanceInfo._instancesPartsData[partIndex].usedElementCount;
                 if (instanceInfo._owner.owner.supportInstancedArray) {
                     if (!this.instancingFillAttributes) {
-                        // Compute the offset locations of the attributes in the vertexshader that will be mapped to the instance buffer data
+                        // Compute the offset locations of the attributes in the vertex shader that will be mapped to the instance buffer data
                         this.instancingFillAttributes = this.loadInstancingAttributes(Shape2D.SHAPE2D_FILLPARTID, this.effectFill);
                     }
 
@@ -218,7 +218,7 @@
             let renderCache = <Rectangle2DRenderCache>modelRenderCache;
             let engine = this.owner.engine;
 
-            // Need to create webgl resources for fill part?
+            // Need to create WebGL resources for fill part?
             if (this.fill) {
                 let vbSize = ((this.notRounded ? 1 : Rectangle2D.roundSubdivisions) * 4) + 1;
                 let vb = new Float32Array(vbSize);
@@ -245,7 +245,7 @@
                 });
             }
 
-            // Need to create webgl resource for border part?
+            // Need to create WebGL resource for border part?
             if (this.border) {
                 let vbSize = (this.notRounded ? 1 : Rectangle2D.roundSubdivisions) * 4 * 2;
                 let vb = new Float32Array(vbSize);

+ 9 - 9
src/Canvas2d/babylon.renderablePrim2d.js

@@ -73,7 +73,7 @@ var BABYLON;
             return curOffset;
         };
         return InstanceClassInfo;
-    })();
+    }());
     BABYLON.InstanceClassInfo = InstanceClassInfo;
     var InstancePropInfo = (function () {
         //uniformLocation: WebGLUniformLocation;
@@ -176,7 +176,7 @@ var BABYLON;
             }
         };
         return InstancePropInfo;
-    })();
+    }());
     BABYLON.InstancePropInfo = InstancePropInfo;
     function instanceData(category, shaderAttributeName) {
         return function (target, propName, descriptor) {
@@ -279,7 +279,7 @@ var BABYLON;
             instanceData()
         ], InstanceDataBase.prototype, "origin", null);
         return InstanceDataBase;
-    })();
+    }());
     BABYLON.InstanceDataBase = InstanceDataBase;
     var RenderablePrim2D = (function (_super) {
         __extends(RenderablePrim2D, _super);
@@ -334,7 +334,7 @@ var BABYLON;
                 if (this._modelRenderCache) {
                     this._modelRenderCache.dispose();
                 }
-                this._modelRenderCache = this.owner.engineData.GetOrAddModelCache(this.modelKey, function (key) {
+                this._modelRenderCache = this.owner._engineData.GetOrAddModelCache(this.modelKey, function (key) {
                     var mrc = _this.createModelRenderCache(key, _this.isTransparent);
                     setupModelRenderCache = true;
                     return mrc;
@@ -361,8 +361,8 @@ var BABYLON;
                     var usedCatList = new Array();
                     var partIdList = new Array();
                     var joinedUsedCatList = new Array();
-                    for (var _i = 0; _i < parts.length; _i++) {
-                        var dataPart = parts[_i];
+                    for (var _i = 0, parts_1 = parts; _i < parts_1.length; _i++) {
+                        var dataPart = parts_1[_i];
                         var cat = this.getUsedShaderCategories(dataPart);
                         var cti = dataPart.getClassTreeInfo();
                         // Make sure the instance is visible other the properties won't be set and their size/offset wont be computed
@@ -400,7 +400,7 @@ var BABYLON;
                 // The Rendering resources (Effect, VB, IB, Textures) are stored in the ModelRenderCache
                 // But it's the RenderGroup that will store all the Instanced related data to render all the primitive it owns.
                 // So for a given ModelKey we getOrAdd a GroupInstanceInfo that will store all these data
-                gii = this.renderGroup.groupRenderInfo.getOrAddWithFactory(this.modelKey, function (k) { return new BABYLON.GroupInstanceInfo(_this.renderGroup, _this._modelRenderCache); });
+                gii = this.renderGroup._renderGroupInstancesInfo.getOrAddWithFactory(this.modelKey, function (k) { return new BABYLON.GroupInstanceInfo(_this.renderGroup, _this._modelRenderCache); });
                 // First time init of the GroupInstanceInfo
                 if (gii._instancesPartsData.length === 0) {
                     for (var j = 0; j < this._modelRenderCache._partsDataStride.length; j++) {
@@ -431,7 +431,7 @@ var BABYLON;
             if (this._visibilityChanged || context.forceRefreshPrimitive || newInstance || (this._instanceDirtyFlags !== 0) || (this._globalTransformProcessStep !== this._globalTransformStep)) {
                 // Fetch the GroupInstanceInfo if we don't already have it
                 if (!gii) {
-                    gii = this.renderGroup.groupRenderInfo.get(this.modelKey);
+                    gii = this.renderGroup._renderGroupInstancesInfo.get(this.modelKey);
                 }
                 // For each Instance Data part, refresh it to update the data in the DynamicFloatArray
                 for (var _c = 0, _d = this._instanceDataParts; _c < _d.length; _c++) {
@@ -536,6 +536,6 @@ var BABYLON;
             BABYLON.className("RenderablePrim2D")
         ], RenderablePrim2D);
         return RenderablePrim2D;
-    })(BABYLON.Prim2DBase);
+    }(BABYLON.Prim2DBase));
     BABYLON.RenderablePrim2D = RenderablePrim2D;
 })(BABYLON || (BABYLON = {}));

+ 3 - 3
src/Canvas2d/babylon.renderablePrim2d.ts

@@ -346,7 +346,7 @@
                 if (this._modelRenderCache) {
                     this._modelRenderCache.dispose();
                 }
-                this._modelRenderCache = this.owner.engineData.GetOrAddModelCache(this.modelKey, (key: string) => {
+                this._modelRenderCache = this.owner._engineData.GetOrAddModelCache(this.modelKey, (key: string) => {
                     let mrc = this.createModelRenderCache(key, this.isTransparent);
                     setupModelRenderCache = true;
                     return mrc;
@@ -418,7 +418,7 @@
                 // The Rendering resources (Effect, VB, IB, Textures) are stored in the ModelRenderCache
                 // But it's the RenderGroup that will store all the Instanced related data to render all the primitive it owns.
                 // So for a given ModelKey we getOrAdd a GroupInstanceInfo that will store all these data
-                gii = this.renderGroup.groupRenderInfo.getOrAddWithFactory(this.modelKey, k => new GroupInstanceInfo(this.renderGroup, this._modelRenderCache));
+                gii = this.renderGroup._renderGroupInstancesInfo.getOrAddWithFactory(this.modelKey, k => new GroupInstanceInfo(this.renderGroup, this._modelRenderCache));
 
                 // First time init of the GroupInstanceInfo
                 if (gii._instancesPartsData.length === 0) {
@@ -456,7 +456,7 @@
 
                 // Fetch the GroupInstanceInfo if we don't already have it
                 if (!gii) {
-                    gii = this.renderGroup.groupRenderInfo.get(this.modelKey);
+                    gii = this.renderGroup._renderGroupInstancesInfo.get(this.modelKey);
                 }
 
                 // For each Instance Data part, refresh it to update the data in the DynamicFloatArray

+ 2 - 2
src/Canvas2d/babylon.shape2d.js

@@ -144,7 +144,7 @@ var BABYLON;
             BABYLON.className("Shape2D")
         ], Shape2D);
         return Shape2D;
-    })(BABYLON.RenderablePrim2D);
+    }(BABYLON.RenderablePrim2D));
     BABYLON.Shape2D = Shape2D;
     var Shape2DInstanceData = (function (_super) {
         __extends(Shape2DInstanceData, _super);
@@ -244,6 +244,6 @@ var BABYLON;
             BABYLON.instanceData(Shape2D.SHAPE2D_CATEGORY_BORDERGRADIENT)
         ], Shape2DInstanceData.prototype, "borderGradientTY", null);
         return Shape2DInstanceData;
-    })(BABYLON.InstanceDataBase);
+    }(BABYLON.InstanceDataBase));
     BABYLON.Shape2DInstanceData = Shape2DInstanceData;
 })(BABYLON || (BABYLON = {}));

+ 11 - 11
src/Canvas2d/babylon.smartPropertyPrim.js

@@ -10,7 +10,7 @@ var BABYLON;
         function Prim2DClassInfo() {
         }
         return Prim2DClassInfo;
-    })();
+    }());
     BABYLON.Prim2DClassInfo = Prim2DClassInfo;
     var Prim2DPropInfo = (function () {
         function Prim2DPropInfo() {
@@ -19,13 +19,13 @@ var BABYLON;
         Prim2DPropInfo.PROPKIND_INSTANCE = 2;
         Prim2DPropInfo.PROPKIND_DYNAMIC = 3;
         return Prim2DPropInfo;
-    })();
+    }());
     BABYLON.Prim2DPropInfo = Prim2DPropInfo;
     var PropertyChangedInfo = (function () {
         function PropertyChangedInfo() {
         }
         return PropertyChangedInfo;
-    })();
+    }());
     BABYLON.PropertyChangedInfo = PropertyChangedInfo;
     var ClassTreeInfo = (function () {
         function ClassTreeInfo(baseClass, type, classContentFactory) {
@@ -62,13 +62,13 @@ var BABYLON;
         Object.defineProperty(ClassTreeInfo.prototype, "fullContent", {
             get: function () {
                 if (!this._fullContent) {
-                    var dic = new BABYLON.StringDictionary();
+                    var dic_1 = new BABYLON.StringDictionary();
                     var curLevel = this;
                     while (curLevel) {
-                        curLevel.levelContent.forEach(function (k, v) { return dic.add(k, v); });
+                        curLevel.levelContent.forEach(function (k, v) { return dic_1.add(k, v); });
                         curLevel = curLevel._baseClass;
                     }
-                    this._fullContent = dic;
+                    this._fullContent = dic_1;
                 }
                 return this._fullContent;
             },
@@ -128,7 +128,7 @@ var BABYLON;
             return dic;
         };
         return ClassTreeInfo;
-    })();
+    }());
     BABYLON.ClassTreeInfo = ClassTreeInfo;
     var SmartPropertyPrim = (function () {
         function SmartPropertyPrim() {
@@ -217,7 +217,7 @@ var BABYLON;
             return propInfo;
         };
         SmartPropertyPrim._checkUnchanged = function (curValue, newValue) {
-            // Nothing to nothing: nothign to do!
+            // Nothing to nothing: nothing to do!
             if ((curValue === null && newValue === null) || (curValue === undefined && newValue === undefined)) {
                 return true;
             }
@@ -237,7 +237,7 @@ var BABYLON;
             return false;
         };
         SmartPropertyPrim.prototype._handlePropChanged = function (curValue, newValue, propName, propInfo, typeLevelCompare) {
-            // Trigger propery changed
+            // Trigger property changed
             var info = SmartPropertyPrim.propChangedInfo;
             info.oldValue = curValue;
             info.newValue = newValue;
@@ -319,7 +319,7 @@ var BABYLON;
                     // If the property change also dirty the boundingInfo, update the boundingInfo dirty flags
                     if (propInfo.dirtyBoundingInfo) {
                         prim._levelBoundingInfoDirty = true;
-                        // Escalade the dirty flag in the instance hierarchy, stop when a renderable group is found or at the end
+                        // Escalate the dirty flag in the instance hierarchy, stop when a renderable group is found or at the end
                         if (prim instanceof BABYLON.Prim2DBase) {
                             var curprim = prim.parent;
                             while (curprim) {
@@ -343,7 +343,7 @@ var BABYLON;
             BABYLON.className("SmartPropertyPrim")
         ], SmartPropertyPrim);
         return SmartPropertyPrim;
-    })();
+    }());
     BABYLON.SmartPropertyPrim = SmartPropertyPrim;
     function modelLevelProperty(propId, piStore, typeLevelCompare, dirtyBoundingInfo) {
         if (typeLevelCompare === void 0) { typeLevelCompare = false; }

+ 3 - 3
src/Canvas2d/babylon.smartPropertyPrim.ts

@@ -220,7 +220,7 @@
         }
 
         private static _checkUnchanged(curValue, newValue): boolean {
-            // Nothing to nothing: nothign to do!
+            // Nothing to nothing: nothing to do!
             if ((curValue === null && newValue === null) || (curValue === undefined && newValue === undefined)) {
                 return true;
             }
@@ -244,7 +244,7 @@
         private static propChangedInfo = new PropertyChangedInfo();
 
         private _handlePropChanged<T>(curValue: T, newValue: T, propName: string, propInfo: Prim2DPropInfo, typeLevelCompare: boolean) {
-            // Trigger propery changed
+            // Trigger property changed
             let info = SmartPropertyPrim.propChangedInfo;
             info.oldValue = curValue;
             info.newValue = newValue;
@@ -343,7 +343,7 @@
                     if (propInfo.dirtyBoundingInfo) {
                         prim._levelBoundingInfoDirty = true;
 
-                        // Escalade the dirty flag in the instance hierarchy, stop when a renderable group is found or at the end
+                        // Escalate the dirty flag in the instance hierarchy, stop when a renderable group is found or at the end
                         if (prim instanceof Prim2DBase) {
                             let curprim = prim.parent;
                             while (curprim) {

+ 9 - 4
src/Canvas2d/babylon.sprite2d.js

@@ -21,7 +21,7 @@ var BABYLON;
             if (!this.effect.isReady() || !this.texture.isReady()) {
                 return false;
             }
-            // Compute the offset locations of the attributes in the vertexshader that will be mapped to the instance buffer data
+            // Compute the offset locations of the attributes in the vertex shader that will be mapped to the instance buffer data
             var engine = instanceInfo._owner.owner.engine;
             engine.enableEffect(this.effect);
             this.effect.setTexture("diffuseSampler", this.texture);
@@ -69,7 +69,7 @@ var BABYLON;
             return true;
         };
         return Sprite2DRenderCache;
-    })(BABYLON.ModelRenderCache);
+    }(BABYLON.ModelRenderCache));
     BABYLON.Sprite2DRenderCache = Sprite2DRenderCache;
     var Sprite2DInstanceData = (function (_super) {
         __extends(Sprite2DInstanceData, _super);
@@ -127,7 +127,7 @@ var BABYLON;
             BABYLON.instanceData()
         ], Sprite2DInstanceData.prototype, "invertY", null);
         return Sprite2DInstanceData;
-    })(BABYLON.InstanceDataBase);
+    }(BABYLON.InstanceDataBase));
     BABYLON.Sprite2DInstanceData = Sprite2DInstanceData;
     var Sprite2D = (function (_super) {
         __extends(Sprite2D, _super);
@@ -205,6 +205,11 @@ var BABYLON;
             sprite.setupSprite2D(parent.owner, parent, id, new BABYLON.Vector2(x, y), texture, spriteSize, spriteLocation, invertY);
             return sprite;
         };
+        Sprite2D._createCachedCanvasSprite = function (owner, texture, size, pos) {
+            var sprite = new Sprite2D();
+            sprite.setupSprite2D(owner, null, "__cachedCanvasSprite__", new BABYLON.Vector2(0, 0), texture, size, pos, false);
+            return sprite;
+        };
         Sprite2D.prototype.createModelRenderCache = function (modelKey, isTransparent) {
             var renderCache = new Sprite2DRenderCache(this.owner.engine, modelKey, isTransparent);
             return renderCache;
@@ -273,6 +278,6 @@ var BABYLON;
             BABYLON.className("Sprite2D")
         ], Sprite2D);
         return Sprite2D;
-    })(BABYLON.RenderablePrim2D);
+    }(BABYLON.RenderablePrim2D));
     BABYLON.Sprite2D = Sprite2D;
 })(BABYLON || (BABYLON = {}));

+ 9 - 1
src/Canvas2d/babylon.sprite2d.ts

@@ -13,7 +13,7 @@
                 return false;
             }
 
-            // Compute the offset locations of the attributes in the vertexshader that will be mapped to the instance buffer data
+            // Compute the offset locations of the attributes in the vertex shader that will be mapped to the instance buffer data
             var engine = instanceInfo._owner.owner.engine;
 
             engine.enableEffect(this.effect);
@@ -181,6 +181,14 @@
             return sprite;
         }
 
+        static _createCachedCanvasSprite(owner: Canvas2D, texture: MapTexture, size: Size, pos: Vector2): Sprite2D {
+
+            let sprite = new Sprite2D();
+            sprite.setupSprite2D(owner, null, "__cachedCanvasSprite__", new Vector2(0, 0), texture, size, pos, false);
+
+            return sprite;
+        }
+
         protected createModelRenderCache(modelKey: string, isTransparent: boolean): ModelRenderCache {
             let renderCache = new Sprite2DRenderCache(this.owner.engine, modelKey, isTransparent);
             return renderCache;

+ 3 - 3
src/Canvas2d/babylon.text2d.js

@@ -70,7 +70,7 @@ var BABYLON;
             return true;
         };
         return Text2DRenderCache;
-    })(BABYLON.ModelRenderCache);
+    }(BABYLON.ModelRenderCache));
     BABYLON.Text2DRenderCache = Text2DRenderCache;
     var Text2DInstanceData = (function (_super) {
         __extends(Text2DInstanceData, _super);
@@ -118,7 +118,7 @@ var BABYLON;
             BABYLON.instanceData()
         ], Text2DInstanceData.prototype, "color", null);
         return Text2DInstanceData;
-    })(BABYLON.InstanceDataBase);
+    }(BABYLON.InstanceDataBase));
     BABYLON.Text2DInstanceData = Text2DInstanceData;
     var Text2D = (function (_super) {
         __extends(Text2D, _super);
@@ -362,6 +362,6 @@ var BABYLON;
             BABYLON.className("Text2D")
         ], Text2D);
         return Text2D;
-    })(BABYLON.RenderablePrim2D);
+    }(BABYLON.RenderablePrim2D));
     BABYLON.Text2D = Text2D;
 })(BABYLON || (BABYLON = {}));

+ 4 - 1
src/Canvas2d/babylon.worldSpaceCanvas2d.js

@@ -5,6 +5,9 @@ var __extends = (this && this.__extends) || function (d, b) {
 };
 var BABYLON;
 (function (BABYLON) {
+    /**
+     * This is the class that is used to display a World Space Canvas into a scene
+     */
     var WorldSpaceCanvas2d = (function (_super) {
         __extends(WorldSpaceCanvas2d, _super);
         function WorldSpaceCanvas2d(name, scene, canvas) {
@@ -19,6 +22,6 @@ var BABYLON;
             }
         };
         return WorldSpaceCanvas2d;
-    })(BABYLON.Mesh);
+    }(BABYLON.Mesh));
     BABYLON.WorldSpaceCanvas2d = WorldSpaceCanvas2d;
 })(BABYLON || (BABYLON = {}));

+ 3 - 0
src/Canvas2d/babylon.worldSpaceCanvas2d.ts

@@ -1,4 +1,7 @@
 module BABYLON {
+    /**
+     * This is the class that is used to display a World Space Canvas into a scene
+     */
     export class WorldSpaceCanvas2d extends Mesh {
         constructor(name: string, scene: Scene, canvas: Canvas2D) {
             super(name, scene);

+ 1 - 1
src/Collisions/babylon.collider.js

@@ -267,6 +267,6 @@ var BABYLON;
             this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
         };
         return Collider;
-    })();
+    }());
     BABYLON.Collider = Collider;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Collisions/babylon.collisionCoordinator.js

@@ -205,7 +205,7 @@ var BABYLON;
             };
         };
         return CollisionCoordinatorWorker;
-    })();
+    }());
     BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
     var CollisionCoordinatorLegacy = (function () {
         function CollisionCoordinatorLegacy() {
@@ -268,6 +268,6 @@ var BABYLON;
             this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
         };
         return CollisionCoordinatorLegacy;
-    })();
+    }());
     BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
 })(BABYLON || (BABYLON = {}));

+ 3 - 3
src/Collisions/babylon.collisionWorker.js

@@ -32,7 +32,7 @@ var BABYLON;
             delete this._geometries[id];
         };
         return CollisionCache;
-    })();
+    }());
     BABYLON.CollisionCache = CollisionCache;
     var CollideWorker = (function () {
         function CollideWorker(collider, _collisionCache, finalPosition) {
@@ -144,7 +144,7 @@ var BABYLON;
             return this.collider._canDoCollision(BABYLON.Vector3.FromArray(subMesh.sphereCenter), subMesh.sphereRadius, BABYLON.Vector3.FromArray(subMesh.boxMinimum), BABYLON.Vector3.FromArray(subMesh.boxMaximum));
         };
         return CollideWorker;
-    })();
+    }());
     BABYLON.CollideWorker = CollideWorker;
     var CollisionDetectorTransferable = (function () {
         function CollisionDetectorTransferable() {
@@ -206,7 +206,7 @@ var BABYLON;
             postMessage(reply, undefined);
         };
         return CollisionDetectorTransferable;
-    })();
+    }());
     BABYLON.CollisionDetectorTransferable = CollisionDetectorTransferable;
     //check if we are in a web worker, as this code should NOT run on the main UI thread
     try {

+ 2 - 2
src/Collisions/babylon.pickingInfo.js

@@ -9,7 +9,7 @@ var BABYLON;
             this.subMeshId = 0;
         }
         return IntersectionInfo;
-    })();
+    }());
     BABYLON.IntersectionInfo = IntersectionInfo;
     var PickingInfo = (function () {
         function PickingInfo() {
@@ -71,6 +71,6 @@ var BABYLON;
             return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
         };
         return PickingInfo;
-    })();
+    }());
     BABYLON.PickingInfo = PickingInfo;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Culling/Octrees/babylon.octree.js

@@ -83,6 +83,6 @@ var BABYLON;
             }
         };
         return Octree;
-    })();
+    }());
     BABYLON.Octree = Octree;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Culling/Octrees/babylon.octreeBlock.js

@@ -117,6 +117,6 @@ var BABYLON;
             BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
         };
         return OctreeBlock;
-    })();
+    }());
     BABYLON.OctreeBlock = OctreeBlock;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Culling/babylon.boundingBox.js

@@ -138,6 +138,6 @@ var BABYLON;
             return true;
         };
         return BoundingBox;
-    })();
+    }());
     BABYLON.BoundingBox = BoundingBox;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Culling/babylon.boundingInfo.js

@@ -114,6 +114,6 @@ var BABYLON;
             return true;
         };
         return BoundingInfo;
-    })();
+    }());
     BABYLON.BoundingInfo = BoundingInfo;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Culling/babylon.boundingSphere.js

@@ -44,6 +44,6 @@ var BABYLON;
             return true;
         };
         return BoundingSphere;
-    })();
+    }());
     BABYLON.BoundingSphere = BoundingSphere;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Culling/babylon.ray.js

@@ -269,6 +269,6 @@ var BABYLON;
         Ray.smallnum = 0.00000001;
         Ray.rayl = 10e8;
         return Ray;
-    })();
+    }());
     BABYLON.Ray = Ray;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Debug/babylon.debugLayer.js

@@ -674,6 +674,6 @@ var BABYLON;
             }
         };
         return DebugLayer;
-    })();
+    }());
     BABYLON.DebugLayer = DebugLayer;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Debug/babylon.skeletonViewer.js

@@ -131,7 +131,7 @@ var BABYLON;
                 }
             };
             return SkeletonViewer;
-        })();
+        }());
         Debug.SkeletonViewer = SkeletonViewer;
     })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Layer/babylon.layer.js

@@ -133,6 +133,6 @@ var BABYLON;
             this.onBeforeRenderObservable.clear();
         };
         return Layer;
-    })();
+    }());
     BABYLON.Layer = Layer;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/LensFlare/babylon.lensFlare.js

@@ -18,6 +18,6 @@ var BABYLON;
             system.lensFlares.push(this);
         }
         return LensFlare;
-    })();
+    }());
     BABYLON.LensFlare = LensFlare;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/LensFlare/babylon.lensFlareSystem.js

@@ -208,6 +208,6 @@ var BABYLON;
             return serializationObject;
         };
         return LensFlareSystem;
-    })();
+    }());
     BABYLON.LensFlareSystem = LensFlareSystem;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Lights/Shadows/babylon.shadowGenerator.js

@@ -402,6 +402,6 @@ var BABYLON;
         ShadowGenerator._FILTER_POISSONSAMPLING = 2;
         ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP = 3;
         return ShadowGenerator;
-    })();
+    }());
     BABYLON.ShadowGenerator = ShadowGenerator;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Lights/babylon.directionalLight.js

@@ -124,6 +124,6 @@ var BABYLON;
             BABYLON.serialize()
         ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
         return DirectionalLight;
-    })(BABYLON.Light);
+    }(BABYLON.Light));
     BABYLON.DirectionalLight = DirectionalLight;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Lights/babylon.hemisphericLight.js

@@ -46,6 +46,6 @@ var BABYLON;
             BABYLON.serializeAsVector3()
         ], HemisphericLight.prototype, "direction", void 0);
         return HemisphericLight;
-    })(BABYLON.Light);
+    }(BABYLON.Light));
     BABYLON.HemisphericLight = HemisphericLight;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Lights/babylon.light.js

@@ -189,6 +189,6 @@ var BABYLON;
             BABYLON.serialize()
         ], Light.prototype, "radius", void 0);
         return Light;
-    })(BABYLON.Node);
+    }(BABYLON.Node));
     BABYLON.Light = Light;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Lights/babylon.pointLight.js

@@ -82,6 +82,6 @@ var BABYLON;
             BABYLON.serializeAsVector3()
         ], PointLight.prototype, "position", void 0);
         return PointLight;
-    })(BABYLON.Light);
+    }(BABYLON.Light));
     BABYLON.PointLight = PointLight;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Lights/babylon.spotLight.js

@@ -93,6 +93,6 @@ var BABYLON;
             BABYLON.serialize()
         ], SpotLight.prototype, "exponent", void 0);
         return SpotLight;
-    })(BABYLON.Light);
+    }(BABYLON.Light));
     BABYLON.SpotLight = SpotLight;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Loading/babylon.sceneLoader.js

@@ -257,7 +257,7 @@ var BABYLON;
         // Members
         SceneLoader._registeredPlugins = new Array();
         return SceneLoader;
-    })();
+    }());
     BABYLON.SceneLoader = SceneLoader;
     ;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/Procedurals/babylon.customProceduralTexture.js

@@ -119,6 +119,6 @@ var BABYLON;
             configurable: true
         });
         return CustomProceduralTexture;
-    })(BABYLON.ProceduralTexture);
+    }(BABYLON.ProceduralTexture));
     BABYLON.CustomProceduralTexture = CustomProceduralTexture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/Procedurals/babylon.proceduralTexture.js

@@ -271,6 +271,6 @@ var BABYLON;
             _super.prototype.dispose.call(this);
         };
         return ProceduralTexture;
-    })(BABYLON.Texture);
+    }(BABYLON.Texture));
     BABYLON.ProceduralTexture = ProceduralTexture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/babylon.baseTexture.js

@@ -182,6 +182,6 @@ var BABYLON;
             BABYLON.serialize()
         ], BaseTexture.prototype, "isRenderTarget", void 0);
         return BaseTexture;
-    })();
+    }());
     BABYLON.BaseTexture = BaseTexture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/babylon.colorGradingTexture.js

@@ -177,6 +177,6 @@ var BABYLON;
          */
         ColorGradingTexture._noneEmptyLineRegex = /\S+/;
         return ColorGradingTexture;
-    })(BABYLON.BaseTexture);
+    }(BABYLON.BaseTexture));
     BABYLON.ColorGradingTexture = ColorGradingTexture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/babylon.cubeTexture.js

@@ -77,6 +77,6 @@ var BABYLON;
             }, this);
         };
         return CubeTexture;
-    })(BABYLON.BaseTexture);
+    }(BABYLON.BaseTexture));
     BABYLON.CubeTexture = CubeTexture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/babylon.dynamicTexture.js

@@ -88,6 +88,6 @@ var BABYLON;
             return newTexture;
         };
         return DynamicTexture;
-    })(BABYLON.Texture);
+    }(BABYLON.Texture));
     BABYLON.DynamicTexture = DynamicTexture;
 })(BABYLON || (BABYLON = {}));

+ 4 - 4
src/Materials/Textures/babylon.fontTexture.js

@@ -12,7 +12,7 @@ var BABYLON;
         function CharInfo() {
         }
         return CharInfo;
-    })();
+    }());
     BABYLON.CharInfo = CharInfo;
     var FontTexture = (function (_super) {
         __extends(FontTexture, _super);
@@ -160,8 +160,8 @@ var BABYLON;
             var lineCount = 1;
             var charxpos = 0;
             // Parse each char of the string
-            for (var _i = 0; _i < text.length; _i++) {
-                var char = text[_i];
+            for (var _i = 0, text_1 = text; _i < text_1.length; _i++) {
+                var char = text_1[_i];
                 // Next line feed?
                 if (char === "\n") {
                     maxWidth = Math.max(maxWidth, curWidth);
@@ -246,6 +246,6 @@ var BABYLON;
             return null;
         };
         return FontTexture;
-    })(BABYLON.Texture);
+    }(BABYLON.Texture));
     BABYLON.FontTexture = FontTexture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/babylon.hdrCubeTexture.js

@@ -442,6 +442,6 @@ var BABYLON;
             "back"
         ];
         return HDRCubeTexture;
-    })(BABYLON.BaseTexture);
+    }(BABYLON.BaseTexture));
     BABYLON.HDRCubeTexture = HDRCubeTexture;
 })(BABYLON || (BABYLON = {}));

+ 0 - 0
src/Materials/Textures/babylon.mapTexture.js


برخی فایل ها در این مقایسه diff نمایش داده نمی شوند زیرا تعداد فایل ها بسیار زیاد است