Forráskód Böngészése

Merge pull request #2763 from BabylonJS/master

nightly
David Catuhe 8 éve
szülő
commit
8d31d54db4
45 módosított fájl, 3205 hozzáadás és 3150 törlés
  1. BIN
      Exporters/3ds Max/Max2Babylon-0.10.0.zip
  2. 43 1
      Exporters/3ds Max/Max2Babylon.sln
  3. 31 0
      Exporters/3ds Max/Max2Babylon/2015/Max2Babylon2015.csproj
  4. 16 6
      Exporters/3ds Max/Max2Babylon/2015/Properties/Resources.Designer.cs
  5. 4 0
      Exporters/3ds Max/Max2Babylon/2015/Properties/Resources.resx
  6. BIN
      Exporters/3ds Max/Max2Babylon/2015/Resources/Logo_Exporter_v3.jpg
  7. 27 9
      Exporters/3ds Max/Max2Babylon/2017/Max2Babylon2017.csproj
  8. 0 0
      Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.GLTFExporter.AbstractMesh.cs
  9. 0 0
      Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.GLTFExporter.Camera.cs
  10. 0 0
      Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.GLTFExporter.Light.cs
  11. 0 0
      Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.GLTFExporter.Material.cs
  12. 0 0
      Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.GLTFExporter.Mesh.cs
  13. 0 0
      Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.GLTFExporter.Texture.cs
  14. 0 0
      Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.GLTFExporter.cs
  15. 1 0
      Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.Mesh.cs
  16. 1 0
      Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.cs
  17. 0 0
      Exporters/3ds Max/Max2Babylon/Exporter/GLTFGlobalVertex.cs
  18. 0 0
      Exporters/3ds Max/Max2Babylon/JsonTextWriterBounded.cs
  19. 748 748
      dist/preview release/babylon.d.ts
  20. 40 40
      dist/preview release/babylon.js
  21. 13 27
      dist/preview release/babylon.max.js
  22. 748 748
      dist/preview release/babylon.module.d.ts
  23. 41 41
      dist/preview release/babylon.worker.js
  24. 572 572
      dist/preview release/customConfigurations/minimalGLTFViewer/babylon.d.ts
  25. 43 43
      dist/preview release/customConfigurations/minimalGLTFViewer/babylon.js
  26. 13 27
      dist/preview release/customConfigurations/minimalGLTFViewer/babylon.max.js
  27. 572 572
      dist/preview release/customConfigurations/minimalGLTFViewer/babylon.module.d.ts
  28. 3 3
      dist/preview release/gui/babylon.gui.min.js
  29. 263 263
      dist/preview release/inspector/babylon.inspector.bundle.js
  30. 3 3
      dist/preview release/inspector/babylon.inspector.min.js
  31. 2 2
      dist/preview release/loaders/babylon.glTF1FileLoader.min.js
  32. 1 1
      dist/preview release/loaders/babylon.glTF2FileLoader.min.js
  33. 2 2
      dist/preview release/loaders/babylon.glTFFileLoader.min.js
  34. 1 1
      dist/preview release/loaders/babylon.objFileLoader.min.js
  35. 1 1
      dist/preview release/materialsLibrary/babylon.customMaterial.min.js
  36. 1 1
      dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.min.js
  37. 1 1
      dist/preview release/materialsLibrary/babylon.waterMaterial.min.js
  38. 1 1
      dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.min.js
  39. 1 1
      dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js
  40. 2 0
      src/Cameras/VR/babylon.vrExperienceHelper.ts
  41. 2 1
      src/Lights/Shadows/babylon.shadowGenerator.ts
  42. 1 1
      src/Materials/Textures/babylon.renderTargetTexture.ts
  43. 3 31
      src/Mesh/babylon.abstractMesh.ts
  44. 2 2
      src/PostProcess/babylon.postProcessManager.ts
  45. 2 1
      src/Sprites/babylon.sprite.ts

BIN
Exporters/3ds Max/Max2Babylon-0.10.0.zip


+ 43 - 1
Exporters/3ds Max/Max2Babylon.sln

@@ -1,7 +1,7 @@
 
 Microsoft Visual Studio Solution File, Format Version 12.00
 # Visual Studio 15
-VisualStudioVersion = 15.0.26430.16
+VisualStudioVersion = 15.0.26730.12
 MinimumVisualStudioVersion = 10.0.40219.1
 Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "3ds Max", "3ds Max", "{2139CC27-1C89-49C8-95AC-7715ACBADC1F}"
 EndProject
@@ -16,6 +16,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Max2Babylon2017", "Max2Baby
 EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GLTFExport.Entities", "GltfExport.Entities\GLTFExport.Entities.csproj", "{65686998-09AC-4A14-B23F-7FCE6BA994CF}"
 EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Max2Babylon2015", "Max2Babylon\2015\Max2Babylon2015.csproj", "{DD7C931A-8FAF-4318-BB74-71DC858CC400}"
+EndProject
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug|Any CPU = Debug|Any CPU
@@ -171,11 +173,51 @@ Global
 		{65686998-09AC-4A14-B23F-7FCE6BA994CF}.Release|x64.Build.0 = Release|Any CPU
 		{65686998-09AC-4A14-B23F-7FCE6BA994CF}.Release|x86.ActiveCfg = Release|Any CPU
 		{65686998-09AC-4A14-B23F-7FCE6BA994CF}.Release|x86.Build.0 = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Debug|Any CPU.Build.0 = Debug|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Debug|ARM.ActiveCfg = Debug|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Debug|ARM.Build.0 = Debug|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Debug|Win32.ActiveCfg = Debug|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Debug|Win32.Build.0 = Debug|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Debug|x64.ActiveCfg = Debug|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Debug|x64.Build.0 = Debug|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Debug|x86.ActiveCfg = Debug|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Debug|x86.Build.0 = Debug|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Profile|Any CPU.ActiveCfg = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Profile|Any CPU.Build.0 = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Profile|ARM.ActiveCfg = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Profile|ARM.Build.0 = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Profile|Mixed Platforms.ActiveCfg = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Profile|Mixed Platforms.Build.0 = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Profile|Win32.ActiveCfg = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Profile|Win32.Build.0 = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Profile|x64.ActiveCfg = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Profile|x64.Build.0 = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Profile|x86.ActiveCfg = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Profile|x86.Build.0 = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Release|Any CPU.ActiveCfg = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Release|Any CPU.Build.0 = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Release|ARM.ActiveCfg = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Release|ARM.Build.0 = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Release|Mixed Platforms.Build.0 = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Release|Win32.ActiveCfg = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Release|Win32.Build.0 = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Release|x64.ActiveCfg = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Release|x64.Build.0 = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Release|x86.ActiveCfg = Release|Any CPU
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400}.Release|x86.Build.0 = Release|Any CPU
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE
 	EndGlobalSection
 	GlobalSection(NestedProjects) = preSolution
 		{2F49C726-A1F8-40D4-859F-1355949608DC} = {2139CC27-1C89-49C8-95AC-7715ACBADC1F}
+		{DD7C931A-8FAF-4318-BB74-71DC858CC400} = {2139CC27-1C89-49C8-95AC-7715ACBADC1F}
+	EndGlobalSection
+	GlobalSection(ExtensibilityGlobals) = postSolution
+		SolutionGuid = {B1C70ED2-1F05-433C-A16C-59F6C5BC9A0F}
 	EndGlobalSection
 EndGlobal

+ 31 - 0
Exporters/3ds Max/Max2Babylon/2015/Max2Babylon2015.csproj

@@ -96,6 +96,27 @@
     <Compile Include="..\Exporter\BabylonExporter.cs">
       <Link>Exporter\BabylonExporter.cs</Link>
     </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.GLTFExporter.AbstractMesh.cs">
+      <Link>Exporter\BabylonExporter.GLTFExporter.AbstractMesh.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.GLTFExporter.Camera.cs">
+      <Link>Exporter\BabylonExporter.GLTFExporter.Camera.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.GLTFExporter.cs">
+      <Link>Exporter\BabylonExporter.GLTFExporter.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.GLTFExporter.Light.cs">
+      <Link>Exporter\BabylonExporter.GLTFExporter.Light.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.GLTFExporter.Material.cs">
+      <Link>Exporter\BabylonExporter.GLTFExporter.Material.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.GLTFExporter.Mesh.cs">
+      <Link>Exporter\BabylonExporter.GLTFExporter.Mesh.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.GLTFExporter.Texture.cs">
+      <Link>Exporter\BabylonExporter.GLTFExporter.Texture.cs</Link>
+    </Compile>
     <Compile Include="..\Exporter\BabylonExporter.Light.cs">
       <Link>Exporter\BabylonExporter.Light.cs</Link>
     </Compile>
@@ -117,6 +138,9 @@
     <Compile Include="..\Exporter\GlobalVertex.cs">
       <Link>Exporter\GlobalVertex.cs</Link>
     </Compile>
+    <Compile Include="..\Exporter\GLTFGlobalVertex.cs">
+      <Link>Exporter\GLTFGlobalVertex.cs</Link>
+    </Compile>
     <Compile Include="..\Forms\ActionsBuilderForm.cs">
       <Link>Forms\ActionsBuilderForm.cs</Link>
       <SubType>Form</SubType>
@@ -176,6 +200,9 @@
     <Compile Include="..\GlobalUtility.cs">
       <Link>GlobalUtility.cs</Link>
     </Compile>
+    <Compile Include="..\JsonTextWriterBounded.cs">
+      <Link>JsonTextWriterBounded.cs</Link>
+    </Compile>
     <Compile Include="..\JsonTextWriterOptimized.cs">
       <Link>JsonTextWriterOptimized.cs</Link>
     </Compile>
@@ -244,6 +271,10 @@
       <Project>{a6b76356-1d1c-4c82-8199-a6406da85a95}</Project>
       <Name>BabylonFileConverter</Name>
     </ProjectReference>
+    <ProjectReference Include="..\..\GltfExport.Entities\GLTFExport.Entities.csproj">
+      <Project>{65686998-09ac-4a14-b23f-7fce6ba994cf}</Project>
+      <Name>GLTFExport.Entities</Name>
+    </ProjectReference>
   </ItemGroup>
   <ItemGroup>
     <WCFMetadata Include="Service References\" />

+ 16 - 6
Exporters/3ds Max/Max2Babylon/2015/Properties/Resources.Designer.cs

@@ -13,13 +13,13 @@ namespace Max2Babylon.Properties {
     
     
     /// <summary>
-    ///   A strongly-typed resource class, for looking up localized strings, etc.
+    ///   Une classe de ressource fortement typée destinée, entre autres, à la consultation des chaînes localisées.
     /// </summary>
-    // This class was auto-generated by the StronglyTypedResourceBuilder
-    // class via a tool like ResGen or Visual Studio.
-    // To add or remove a member, edit your .ResX file then rerun ResGen
-    // with the /str option, or rebuild your VS project.
-    [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
+    // Cette classe a été générée automatiquement par la classe StronglyTypedResourceBuilder
+    // à l'aide d'un outil, tel que ResGen ou Visual Studio.
+    // Pour ajouter ou supprimer un membre, modifiez votre fichier .ResX, puis réexécutez ResGen
+    // avec l'option /str ou régénérez votre projet VS.
+    [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "15.0.0.0")]
     [global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
     [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
     internal class Resources {
@@ -59,5 +59,15 @@ namespace Max2Babylon.Properties {
                 resourceCulture = value;
             }
         }
+        
+        /// <summary>
+        ///   Recherche une ressource localisée de type System.Drawing.Bitmap.
+        /// </summary>
+        internal static System.Drawing.Bitmap Logo_Exporter_v3 {
+            get {
+                object obj = ResourceManager.GetObject("Logo_Exporter_v3", resourceCulture);
+                return ((System.Drawing.Bitmap)(obj));
+            }
+        }
     }
 }

+ 4 - 0
Exporters/3ds Max/Max2Babylon/2015/Properties/Resources.resx

@@ -117,4 +117,8 @@
   <resheader name="writer">
     <value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
   </resheader>
+  <assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
+  <data name="Logo_Exporter_v3" type="System.Resources.ResXFileRef, System.Windows.Forms">
+    <value>..\Resources\Logo_Exporter_v3.jpg;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
+  </data>
 </root>

BIN
Exporters/3ds Max/Max2Babylon/2015/Resources/Logo_Exporter_v3.jpg


+ 27 - 9
Exporters/3ds Max/Max2Babylon/2017/Max2Babylon2017.csproj

@@ -96,6 +96,27 @@
     <Compile Include="..\Exporter\BabylonExporter.cs">
       <Link>Exporter\BabylonExporter.cs</Link>
     </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.GLTFExporter.AbstractMesh.cs">
+      <Link>Exporter\BabylonExporter.GLTFExporter.AbstractMesh.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.GLTFExporter.Camera.cs">
+      <Link>Exporter\BabylonExporter.GLTFExporter.Camera.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.GLTFExporter.cs">
+      <Link>Exporter\BabylonExporter.GLTFExporter.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.GLTFExporter.Light.cs">
+      <Link>Exporter\BabylonExporter.GLTFExporter.Light.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.GLTFExporter.Material.cs">
+      <Link>Exporter\BabylonExporter.GLTFExporter.Material.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.GLTFExporter.Mesh.cs">
+      <Link>Exporter\BabylonExporter.GLTFExporter.Mesh.cs</Link>
+    </Compile>
+    <Compile Include="..\Exporter\BabylonExporter.GLTFExporter.Texture.cs">
+      <Link>Exporter\BabylonExporter.GLTFExporter.Texture.cs</Link>
+    </Compile>
     <Compile Include="..\Exporter\BabylonExporter.Light.cs">
       <Link>Exporter\BabylonExporter.Light.cs</Link>
     </Compile>
@@ -117,6 +138,9 @@
     <Compile Include="..\Exporter\GlobalVertex.cs">
       <Link>Exporter\GlobalVertex.cs</Link>
     </Compile>
+    <Compile Include="..\Exporter\GLTFGlobalVertex.cs">
+      <Link>Exporter\GLTFGlobalVertex.cs</Link>
+    </Compile>
     <Compile Include="..\Forms\ActionsBuilderForm.cs">
       <Link>Forms\ActionsBuilderForm.cs</Link>
       <SubType>Form</SubType>
@@ -176,6 +200,9 @@
     <Compile Include="..\GlobalUtility.cs">
       <Link>GlobalUtility.cs</Link>
     </Compile>
+    <Compile Include="..\JsonTextWriterBounded.cs">
+      <Link>JsonTextWriterBounded.cs</Link>
+    </Compile>
     <Compile Include="..\JsonTextWriterOptimized.cs">
       <Link>JsonTextWriterOptimized.cs</Link>
     </Compile>
@@ -191,15 +218,6 @@
     <Compile Include="..\Tools\WebServer.cs">
       <Link>Tools\WebServer.cs</Link>
     </Compile>
-    <Compile Include="Exporter\BabylonExporter.GLTFExporter.Light.cs" />
-    <Compile Include="Exporter\BabylonExporter.GLTFExporter.Material.cs" />
-    <Compile Include="Exporter\BabylonExporter.GLTFExporter.Camera.cs" />
-    <Compile Include="Exporter\BabylonExporter.GLTFExporter.AbstractMesh.cs" />
-    <Compile Include="Exporter\BabylonExporter.GLTFExporter.Texture.cs" />
-    <Compile Include="Exporter\BabylonExporter.GLTFExporter.Mesh.cs" />
-    <Compile Include="Exporter\BabylonExporter.GLTFExporter.cs" />
-    <Compile Include="Exporter\GLTFGlobalVertex.cs" />
-    <Compile Include="JsonTextWriterBounded.cs" />
     <Compile Include="Properties\AssemblyInfo.cs" />
     <Compile Include="Properties\Resources.Designer.cs">
       <AutoGen>True</AutoGen>

Exporters/3ds Max/Max2Babylon/2017/Exporter/BabylonExporter.GLTFExporter.AbstractMesh.cs → Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.GLTFExporter.AbstractMesh.cs


Exporters/3ds Max/Max2Babylon/2017/Exporter/BabylonExporter.GLTFExporter.Camera.cs → Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.GLTFExporter.Camera.cs


Exporters/3ds Max/Max2Babylon/2017/Exporter/BabylonExporter.GLTFExporter.Light.cs → Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.GLTFExporter.Light.cs


Exporters/3ds Max/Max2Babylon/2017/Exporter/BabylonExporter.GLTFExporter.Material.cs → Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.GLTFExporter.Material.cs


Exporters/3ds Max/Max2Babylon/2017/Exporter/BabylonExporter.GLTFExporter.Mesh.cs → Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.GLTFExporter.Mesh.cs


Exporters/3ds Max/Max2Babylon/2017/Exporter/BabylonExporter.GLTFExporter.Texture.cs → Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.GLTFExporter.Texture.cs


Exporters/3ds Max/Max2Babylon/2017/Exporter/BabylonExporter.GLTFExporter.cs → Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.GLTFExporter.cs


+ 1 - 0
Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.Mesh.cs

@@ -4,6 +4,7 @@ using System;
 using System.Collections.Generic;
 using System.IO;
 using System.Linq;
+using System.Runtime.InteropServices;
 
 namespace Max2Babylon
 {

+ 1 - 0
Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.cs

@@ -6,6 +6,7 @@ using System.Collections.Generic;
 using System.Diagnostics;
 using System.Globalization;
 using System.IO;
+using System.Runtime.InteropServices;
 using System.Text;
 using System.Threading.Tasks;
 using System.Windows.Forms;

Exporters/3ds Max/Max2Babylon/2017/Exporter/GLTFGlobalVertex.cs → Exporters/3ds Max/Max2Babylon/Exporter/GLTFGlobalVertex.cs


Exporters/3ds Max/Max2Babylon/2017/JsonTextWriterBounded.cs → Exporters/3ds Max/Max2Babylon/JsonTextWriterBounded.cs


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 748 - 748
dist/preview release/babylon.d.ts


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 40 - 40
dist/preview release/babylon.js


+ 13 - 27
dist/preview release/babylon.max.js

@@ -13955,30 +13955,11 @@ var BABYLON;
                 child.position.z = position.z;
             }
             else {
-                var rotation = BABYLON.Tmp.Quaternion[0];
                 var position = BABYLON.Tmp.Vector3[0];
-                var scale = BABYLON.Tmp.Vector3[1];
                 var m1 = BABYLON.Tmp.Matrix[0];
-                var m2 = BABYLON.Tmp.Matrix[1];
-                parent.getWorldMatrix().decompose(scale, rotation, position);
-                rotation.toRotationMatrix(m1);
-                m2.setTranslation(position);
-                m2.multiplyToRef(m1, m1);
-                var invParentMatrix = BABYLON.Matrix.Invert(m1);
-                var m = child.getWorldMatrix().multiply(invParentMatrix);
-                m.decompose(scale, rotation, position);
-                if (child.rotationQuaternion) {
-                    child.rotationQuaternion.copyFrom(rotation);
-                }
-                else {
-                    rotation.toEulerAnglesToRef(child.rotation);
-                }
-                invParentMatrix = BABYLON.Matrix.Invert(parent.getWorldMatrix());
-                var m = child.getWorldMatrix().multiply(invParentMatrix);
-                m.decompose(scale, rotation, position);
-                child.position.x = position.x;
-                child.position.y = position.y;
-                child.position.z = position.z;
+                parent.getWorldMatrix().invertToRef(m1);
+                BABYLON.Vector3.TransformCoordinatesToRef(child.position, m1, position);
+                child.position.copyFrom(position);
             }
             child.parent = parent;
             return this;
@@ -30157,7 +30138,8 @@ var BABYLON;
             engine.setDepthBuffer(true);
             engine.setDepthWrite(true);
         };
-        PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses) {
+        PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
+            if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
             postProcesses = postProcesses || this._scene.activeCamera._postProcesses;
             if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
                 return;
@@ -30169,7 +30151,7 @@ var BABYLON;
                 }
                 else {
                     if (targetTexture) {
-                        engine.bindFramebuffer(targetTexture, faceIndex);
+                        engine.bindFramebuffer(targetTexture, faceIndex, null, null, forceFullscreenViewport);
                     }
                     else {
                         engine.restoreDefaultFramebuffer();
@@ -39837,11 +39819,12 @@ var BABYLON;
             if (this._time > this._delay) {
                 this._time = this._time % this._delay;
                 this.cellIndex += this._direction;
-                if (this.cellIndex === this._toIndex) {
+                if (this.cellIndex > this._toIndex) {
                     if (this._loopAnimation) {
                         this.cellIndex = this._fromIndex;
                     }
                     else {
+                        this.cellIndex = this._toIndex;
                         this._animationStarted = false;
                         if (this._onAnimationEnd) {
                             this._onAnimationEnd();
@@ -46287,7 +46270,7 @@ var BABYLON;
             // Render
             this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
             if (this._postProcessManager) {
-                this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses);
+                this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
             }
             else if (useCameraPostProcess) {
                 scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
@@ -47788,6 +47771,7 @@ var BABYLON;
             this._shadowMap.anisotropicFilteringLevel = 1;
             this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
             this._shadowMap.renderParticles = false;
+            this._shadowMap.ignoreCameraViewport = true;
             // Record Face Index before render.
             this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
                 _this._currentFaceIndex = faceIndex;
@@ -47802,7 +47786,7 @@ var BABYLON;
                 if (!_this._blurPostProcesses) {
                     _this._initializeBlurRTTAndPostProcesses();
                 }
-                _this._scene.postProcessManager.directRender(_this._blurPostProcesses, _this.getShadowMapForRendering().getInternalTexture());
+                _this._scene.postProcessManager.directRender(_this._blurPostProcesses, _this.getShadowMapForRendering().getInternalTexture(), true);
             });
             // Clear according to the chosen filter.
             this._shadowMap.onClearObservable.add(function (engine) {
@@ -66802,6 +66786,8 @@ var BABYLON;
                 if (scene.activeCamera.rotation) {
                     newCamera.rotation = scene.activeCamera.rotation.clone();
                 }
+                newCamera.minZ = this._scene.activeCamera.minZ;
+                newCamera.maxZ = this._scene.activeCamera.maxZ;
                 this._scene.activeCamera = newCamera;
             }
             this._position = this._scene.activeCamera.position;

A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 748 - 748
dist/preview release/babylon.module.d.ts


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 41 - 41
dist/preview release/babylon.worker.js


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 572 - 572
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.d.ts


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 43 - 43
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.js


+ 13 - 27
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.max.js

@@ -13955,30 +13955,11 @@ var BABYLON;
                 child.position.z = position.z;
             }
             else {
-                var rotation = BABYLON.Tmp.Quaternion[0];
                 var position = BABYLON.Tmp.Vector3[0];
-                var scale = BABYLON.Tmp.Vector3[1];
                 var m1 = BABYLON.Tmp.Matrix[0];
-                var m2 = BABYLON.Tmp.Matrix[1];
-                parent.getWorldMatrix().decompose(scale, rotation, position);
-                rotation.toRotationMatrix(m1);
-                m2.setTranslation(position);
-                m2.multiplyToRef(m1, m1);
-                var invParentMatrix = BABYLON.Matrix.Invert(m1);
-                var m = child.getWorldMatrix().multiply(invParentMatrix);
-                m.decompose(scale, rotation, position);
-                if (child.rotationQuaternion) {
-                    child.rotationQuaternion.copyFrom(rotation);
-                }
-                else {
-                    rotation.toEulerAnglesToRef(child.rotation);
-                }
-                invParentMatrix = BABYLON.Matrix.Invert(parent.getWorldMatrix());
-                var m = child.getWorldMatrix().multiply(invParentMatrix);
-                m.decompose(scale, rotation, position);
-                child.position.x = position.x;
-                child.position.y = position.y;
-                child.position.z = position.z;
+                parent.getWorldMatrix().invertToRef(m1);
+                BABYLON.Vector3.TransformCoordinatesToRef(child.position, m1, position);
+                child.position.copyFrom(position);
             }
             child.parent = parent;
             return this;
@@ -30157,7 +30138,8 @@ var BABYLON;
             engine.setDepthBuffer(true);
             engine.setDepthWrite(true);
         };
-        PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses) {
+        PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
+            if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
             postProcesses = postProcesses || this._scene.activeCamera._postProcesses;
             if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
                 return;
@@ -30169,7 +30151,7 @@ var BABYLON;
                 }
                 else {
                     if (targetTexture) {
-                        engine.bindFramebuffer(targetTexture, faceIndex);
+                        engine.bindFramebuffer(targetTexture, faceIndex, null, null, forceFullscreenViewport);
                     }
                     else {
                         engine.restoreDefaultFramebuffer();
@@ -39837,11 +39819,12 @@ var BABYLON;
             if (this._time > this._delay) {
                 this._time = this._time % this._delay;
                 this.cellIndex += this._direction;
-                if (this.cellIndex === this._toIndex) {
+                if (this.cellIndex > this._toIndex) {
                     if (this._loopAnimation) {
                         this.cellIndex = this._fromIndex;
                     }
                     else {
+                        this.cellIndex = this._toIndex;
                         this._animationStarted = false;
                         if (this._onAnimationEnd) {
                             this._onAnimationEnd();
@@ -46287,7 +46270,7 @@ var BABYLON;
             // Render
             this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
             if (this._postProcessManager) {
-                this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses);
+                this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
             }
             else if (useCameraPostProcess) {
                 scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
@@ -47788,6 +47771,7 @@ var BABYLON;
             this._shadowMap.anisotropicFilteringLevel = 1;
             this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
             this._shadowMap.renderParticles = false;
+            this._shadowMap.ignoreCameraViewport = true;
             // Record Face Index before render.
             this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
                 _this._currentFaceIndex = faceIndex;
@@ -47802,7 +47786,7 @@ var BABYLON;
                 if (!_this._blurPostProcesses) {
                     _this._initializeBlurRTTAndPostProcesses();
                 }
-                _this._scene.postProcessManager.directRender(_this._blurPostProcesses, _this.getShadowMapForRendering().getInternalTexture());
+                _this._scene.postProcessManager.directRender(_this._blurPostProcesses, _this.getShadowMapForRendering().getInternalTexture(), true);
             });
             // Clear according to the chosen filter.
             this._shadowMap.onClearObservable.add(function (engine) {
@@ -66802,6 +66786,8 @@ var BABYLON;
                 if (scene.activeCamera.rotation) {
                     newCamera.rotation = scene.activeCamera.rotation.clone();
                 }
+                newCamera.minZ = this._scene.activeCamera.minZ;
+                newCamera.maxZ = this._scene.activeCamera.maxZ;
                 this._scene.activeCamera = newCamera;
             }
             this._position = this._scene.activeCamera.position;

A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 572 - 572
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.module.d.ts


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 3 - 3
dist/preview release/gui/babylon.gui.min.js


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 263 - 263
dist/preview release/inspector/babylon.inspector.bundle.js


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 3 - 3
dist/preview release/inspector/babylon.inspector.min.js


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 2 - 2
dist/preview release/loaders/babylon.glTF1FileLoader.min.js


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 1 - 1
dist/preview release/loaders/babylon.glTF2FileLoader.min.js


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 2 - 2
dist/preview release/loaders/babylon.glTFFileLoader.min.js


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 1 - 1
dist/preview release/loaders/babylon.objFileLoader.min.js


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 1 - 1
dist/preview release/materialsLibrary/babylon.customMaterial.min.js


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 1 - 1
dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.min.js


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 1 - 1
dist/preview release/materialsLibrary/babylon.waterMaterial.min.js


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.min.js


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js


+ 2 - 0
src/Cameras/VR/babylon.vrExperienceHelper.ts

@@ -18,6 +18,8 @@ module BABYLON {
                 if ((<FreeCamera>scene.activeCamera).rotation) {
                     newCamera.rotation = (<FreeCamera>scene.activeCamera).rotation.clone();
                 }
+                newCamera.minZ = this._scene.activeCamera.minZ;
+                newCamera.maxZ = this._scene.activeCamera.maxZ;
                 this._scene.activeCamera = newCamera;
             }
             this._position = this._scene.activeCamera.position;

+ 2 - 1
src/Lights/Shadows/babylon.shadowGenerator.ts

@@ -367,6 +367,7 @@
             this._shadowMap.anisotropicFilteringLevel = 1;
             this._shadowMap.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);
             this._shadowMap.renderParticles = false;
+            this._shadowMap.ignoreCameraViewport = true;
 
             // Record Face Index before render.
             this._shadowMap.onBeforeRenderObservable.add((faceIndex: number) => {
@@ -386,7 +387,7 @@
                     this._initializeBlurRTTAndPostProcesses();
                 }
 
-                this._scene.postProcessManager.directRender(this._blurPostProcesses, this.getShadowMapForRendering().getInternalTexture());
+                this._scene.postProcessManager.directRender(this._blurPostProcesses, this.getShadowMapForRendering().getInternalTexture(), true);
             });
 
             // Clear according to the chosen filter.

+ 1 - 1
src/Materials/Textures/babylon.renderTargetTexture.ts

@@ -424,7 +424,7 @@
             this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
 
             if (this._postProcessManager) {
-                this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses);
+                this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
             }
             else if (useCameraPostProcess) {
                 scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);

+ 3 - 31
src/Mesh/babylon.abstractMesh.ts

@@ -1995,41 +1995,13 @@
 
             } else {
 
-                var rotation = Tmp.Quaternion[0];
                 var position = Tmp.Vector3[0];
-                var scale = Tmp.Vector3[1];
                 var m1 = Tmp.Matrix[0];
-                var m2 = Tmp.Matrix[1];
-
-                parent.getWorldMatrix().decompose(scale, rotation, position);
-
-                rotation.toRotationMatrix(m1);
-                m2.setTranslation(position);
-
-                m2.multiplyToRef(m1, m1);
-
-                var invParentMatrix = Matrix.Invert(m1);
-
-                var m = child.getWorldMatrix().multiply(invParentMatrix);
-
-                m.decompose(scale, rotation, position);
-
-                if (child.rotationQuaternion) {
-                    child.rotationQuaternion.copyFrom(rotation);
-                } else {
-                    rotation.toEulerAnglesToRef(child.rotation);
-                }
-
-                invParentMatrix = Matrix.Invert(parent.getWorldMatrix());
 
-                var m = child.getWorldMatrix().multiply(invParentMatrix);
-
-                m.decompose(scale, rotation, position);
-
-                child.position.x = position.x;
-                child.position.y = position.y;
-                child.position.z = position.z;
+                parent.getWorldMatrix().invertToRef(m1);
+                Vector3.TransformCoordinatesToRef(child.position, m1, position);
 
+                child.position.copyFrom(position);
             }
             child.parent = parent;
             return this;

+ 2 - 2
src/PostProcess/babylon.postProcessManager.ts

@@ -95,7 +95,7 @@
             engine.setDepthWrite(true);
         }
 
-        public _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: PostProcess[]): void {
+        public _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: PostProcess[], forceFullscreenViewport = false): void {
             postProcesses = postProcesses || this._scene.activeCamera._postProcesses;
             if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
                 return;
@@ -107,7 +107,7 @@
                     postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
                 } else {
                     if (targetTexture) {
-                        engine.bindFramebuffer(targetTexture, faceIndex);
+                        engine.bindFramebuffer(targetTexture, faceIndex, null, null, forceFullscreenViewport);
                     } else {
                         engine.restoreDefaultFramebuffer();
                     }

+ 2 - 1
src/Sprites/babylon.sprite.ts

@@ -68,10 +68,11 @@
             if (this._time > this._delay) {
                 this._time = this._time % this._delay;
                 this.cellIndex += this._direction;
-                if (this.cellIndex === this._toIndex) {
+                if (this.cellIndex > this._toIndex) {
                     if (this._loopAnimation) {
                         this.cellIndex = this._fromIndex;
                     } else {
+                        this.cellIndex = this._toIndex;
                         this._animationStarted = false;
                         if (this._onAnimationEnd) {
                             this._onAnimationEnd();