David Catuhe 8 years ago
parent
commit
a3cdae15d3

File diff suppressed because it is too large
+ 6 - 6
dist/preview release/babylon.core.js


+ 322 - 317
dist/preview release/babylon.d.ts

@@ -3844,6 +3844,140 @@ declare module BABYLON {
     }
 }
 
+declare module BABYLON {
+    class BoundingBox implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        vectors: Vector3[];
+        center: Vector3;
+        extendSize: Vector3;
+        directions: Vector3[];
+        vectorsWorld: Vector3[];
+        minimumWorld: Vector3;
+        maximumWorld: Vector3;
+        private _worldMatrix;
+        constructor(minimum: Vector3, maximum: Vector3);
+        getWorldMatrix(): Matrix;
+        setWorldMatrix(matrix: Matrix): BoundingBox;
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsMinMax(min: Vector3, max: Vector3): boolean;
+        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
+        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
+        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+    }
+}
+
+declare module BABYLON {
+    interface ICullable {
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+    }
+    class BoundingInfo implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        boundingBox: BoundingBox;
+        boundingSphere: BoundingSphere;
+        private _isLocked;
+        constructor(minimum: Vector3, maximum: Vector3);
+        isLocked: boolean;
+        update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        _checkCollision(collider: Collider): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
+    }
+}
+
+declare module BABYLON {
+    class BoundingSphere {
+        minimum: Vector3;
+        maximum: Vector3;
+        center: Vector3;
+        radius: number;
+        centerWorld: Vector3;
+        radiusWorld: number;
+        private _tempRadiusVector;
+        constructor(minimum: Vector3, maximum: Vector3);
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
+    }
+}
+
+declare module BABYLON {
+    class Ray {
+        origin: Vector3;
+        direction: Vector3;
+        length: number;
+        private _edge1;
+        private _edge2;
+        private _pvec;
+        private _tvec;
+        private _qvec;
+        private _tmpRay;
+        private _rayHelper;
+        constructor(origin: Vector3, direction: Vector3, length?: number);
+        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
+        intersectsBox(box: BoundingBox): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
+        intersectsPlane(plane: Plane): number;
+        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
+        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
+        private _comparePickingInfo(pickingInfoA, pickingInfoB);
+        private static smallnum;
+        private static rayl;
+        /**
+         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
+         * @param sega the first point of the segment to test the intersection against
+         * @param segb the second point of the segment to test the intersection against
+         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
+         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
+         */
+        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
+        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
+        /**
+        * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
+        * transformed to the given world matrix.
+        * @param origin The origin point
+        * @param end The end point
+        * @param world a matrix to transform the ray to. Default is the identity matrix.
+        */
+        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
+        static Transform(ray: Ray, matrix: Matrix): Ray;
+        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
+    }
+}
+
+declare module BABYLON {
+    class RayHelper {
+        ray: Ray;
+        private _renderPoints;
+        private _renderLine;
+        private _renderFunction;
+        private _scene;
+        private _updateToMeshFunction;
+        private _attachedToMesh;
+        private _meshSpaceDirection;
+        private _meshSpaceOrigin;
+        constructor(ray: Ray);
+        show(scene: Scene, color: Color3): void;
+        hide(): void;
+        private _render();
+        attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
+        detachFromMesh(): void;
+        private _updateToMesh();
+        dispose(): void;
+    }
+}
+
 declare module BABYLON.Debug {
     class AxesViewer {
         private _xline;
@@ -4173,140 +4307,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class BoundingBox implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        vectors: Vector3[];
-        center: Vector3;
-        extendSize: Vector3;
-        directions: Vector3[];
-        vectorsWorld: Vector3[];
-        minimumWorld: Vector3;
-        maximumWorld: Vector3;
-        private _worldMatrix;
-        constructor(minimum: Vector3, maximum: Vector3);
-        getWorldMatrix(): Matrix;
-        setWorldMatrix(matrix: Matrix): BoundingBox;
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsMinMax(min: Vector3, max: Vector3): boolean;
-        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
-        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
-        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
-        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
-    }
-}
-
-declare module BABYLON {
-    interface ICullable {
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-    }
-    class BoundingInfo implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        boundingBox: BoundingBox;
-        boundingSphere: BoundingSphere;
-        private _isLocked;
-        constructor(minimum: Vector3, maximum: Vector3);
-        isLocked: boolean;
-        update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        _checkCollision(collider: Collider): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
-    }
-}
-
-declare module BABYLON {
-    class BoundingSphere {
-        minimum: Vector3;
-        maximum: Vector3;
-        center: Vector3;
-        radius: number;
-        centerWorld: Vector3;
-        radiusWorld: number;
-        private _tempRadiusVector;
-        constructor(minimum: Vector3, maximum: Vector3);
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
-    }
-}
-
-declare module BABYLON {
-    class Ray {
-        origin: Vector3;
-        direction: Vector3;
-        length: number;
-        private _edge1;
-        private _edge2;
-        private _pvec;
-        private _tvec;
-        private _qvec;
-        private _tmpRay;
-        private _rayHelper;
-        constructor(origin: Vector3, direction: Vector3, length?: number);
-        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
-        intersectsBox(box: BoundingBox): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
-        intersectsPlane(plane: Plane): number;
-        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
-        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
-        private _comparePickingInfo(pickingInfoA, pickingInfoB);
-        private static smallnum;
-        private static rayl;
-        /**
-         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
-         * @param sega the first point of the segment to test the intersection against
-         * @param segb the second point of the segment to test the intersection against
-         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
-         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
-         */
-        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
-        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
-        /**
-        * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
-        * transformed to the given world matrix.
-        * @param origin The origin point
-        * @param end The end point
-        * @param world a matrix to transform the ray to. Default is the identity matrix.
-        */
-        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
-        static Transform(ray: Ray, matrix: Matrix): Ray;
-        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
-    }
-}
-
-declare module BABYLON {
-    class RayHelper {
-        ray: Ray;
-        private _renderPoints;
-        private _renderLine;
-        private _renderFunction;
-        private _scene;
-        private _updateToMeshFunction;
-        private _attachedToMesh;
-        private _meshSpaceDirection;
-        private _meshSpaceOrigin;
-        constructor(ray: Ray);
-        show(scene: Scene, color: Color3): void;
-        hide(): void;
-        private _render();
-        attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
-        detachFromMesh(): void;
-        private _updateToMesh();
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     class LensFlare {
         size: number;
         position: number;
@@ -4352,6 +4352,58 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    interface ISceneLoaderPluginExtensions {
+        [extension: string]: {
+            isBinary: boolean;
+        };
+    }
+    interface ISceneLoaderPlugin {
+        extensions: string | ISceneLoaderPluginExtensions;
+        importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
+        load: (scene: Scene, data: string, rootUrl: string) => boolean;
+    }
+    interface ISceneLoaderPluginAsync {
+        extensions: string | ISceneLoaderPluginExtensions;
+        importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onerror?: () => void) => void;
+        loadAsync: (scene: Scene, data: string, rootUrl: string, onsuccess: () => void, onerror: () => void) => boolean;
+    }
+    class SceneLoader {
+        private static _ForceFullSceneLoadingForIncremental;
+        private static _ShowLoadingScreen;
+        static readonly NO_LOGGING: number;
+        static readonly MINIMAL_LOGGING: number;
+        static readonly SUMMARY_LOGGING: number;
+        static readonly DETAILED_LOGGING: number;
+        private static _loggingLevel;
+        static ForceFullSceneLoadingForIncremental: boolean;
+        static ShowLoadingScreen: boolean;
+        static loggingLevel: number;
+        private static _registeredPlugins;
+        private static _getDefaultPlugin();
+        private static _getPluginForExtension(extension);
+        private static _getPluginForFilename(sceneFilename);
+        private static _getDirectLoad(sceneFilename);
+        static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
+        static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
+        static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, message: string, exception?: any) => void): void;
+        /**
+        * Load a scene
+        * @param rootUrl a string that defines the root url for scene and resources
+        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
+        * @param engine is the instance of BABYLON.Engine to use to create the scene
+        */
+        static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
+        /**
+        * Append a scene
+        * @param rootUrl a string that defines the root url for scene and resources
+        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
+        * @param scene is the instance of BABYLON.Scene to append to
+        */
+        static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
+    }
+}
+
+declare module BABYLON {
     class DirectionalLight extends Light implements IShadowLight {
         position: Vector3;
         direction: Vector3;
@@ -4700,68 +4752,16 @@ declare module BABYLON {
          * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
          * Return the SpotLight.
          */
-        transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): SpotLight;
-        _getWorldMatrix(): Matrix;
-        /**
-         * Returns the integer 2.
-         */
-        getTypeID(): number;
-        /**
-         * Returns the SpotLight rotation (Vector3).
-         */
-        getRotation(): Vector3;
-    }
-}
-
-declare module BABYLON {
-    interface ISceneLoaderPluginExtensions {
-        [extension: string]: {
-            isBinary: boolean;
-        };
-    }
-    interface ISceneLoaderPlugin {
-        extensions: string | ISceneLoaderPluginExtensions;
-        importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
-        load: (scene: Scene, data: string, rootUrl: string) => boolean;
-    }
-    interface ISceneLoaderPluginAsync {
-        extensions: string | ISceneLoaderPluginExtensions;
-        importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onerror?: () => void) => void;
-        loadAsync: (scene: Scene, data: string, rootUrl: string, onsuccess: () => void, onerror: () => void) => boolean;
-    }
-    class SceneLoader {
-        private static _ForceFullSceneLoadingForIncremental;
-        private static _ShowLoadingScreen;
-        static readonly NO_LOGGING: number;
-        static readonly MINIMAL_LOGGING: number;
-        static readonly SUMMARY_LOGGING: number;
-        static readonly DETAILED_LOGGING: number;
-        private static _loggingLevel;
-        static ForceFullSceneLoadingForIncremental: boolean;
-        static ShowLoadingScreen: boolean;
-        static loggingLevel: number;
-        private static _registeredPlugins;
-        private static _getDefaultPlugin();
-        private static _getPluginForExtension(extension);
-        private static _getPluginForFilename(sceneFilename);
-        private static _getDirectLoad(sceneFilename);
-        static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
-        static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
-        static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, message: string, exception?: any) => void): void;
-        /**
-        * Load a scene
-        * @param rootUrl a string that defines the root url for scene and resources
-        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
-        * @param engine is the instance of BABYLON.Engine to use to create the scene
-        */
-        static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
+        transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): SpotLight;
+        _getWorldMatrix(): Matrix;
         /**
-        * Append a scene
-        * @param rootUrl a string that defines the root url for scene and resources
-        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
-        * @param scene is the instance of BABYLON.Scene to append to
-        */
-        static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
+         * Returns the integer 2.
+         */
+        getTypeID(): number;
+        /**
+         * Returns the SpotLight rotation (Vector3).
+         */
+        getRotation(): Vector3;
     }
 }
 
@@ -12954,7 +12954,7 @@ declare module BABYLON {
         private _calculatedPosition;
         private _calculatedRotation;
         rawPose: DevicePose;
-        private _mesh;
+        _mesh: AbstractMesh;
         private _poseControlledCamera;
         private _leftHandSystemQuaternion;
         constructor(vrGamepad: any);
@@ -12984,6 +12984,7 @@ declare module BABYLON {
         constructor(vrGamepad: any);
         update(): void;
         protected abstract handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): any;
+        abstract initControllerMesh(scene: Scene): any;
         private _setButtonValue(newState, currentState, buttonIndex);
         private _changes;
         private _checkChanges(newState, currentState);
@@ -12992,6 +12993,7 @@ declare module BABYLON {
         onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
         onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
         constructor(vrGamepad: any);
+        initControllerMesh(scene: Scene): void;
         readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
         readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
         readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
@@ -13000,6 +13002,7 @@ declare module BABYLON {
     }
     class ViveController extends WebVRController {
         constructor(vrGamepad: any);
+        initControllerMesh(scene: Scene): void;
         readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
         readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
         readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
@@ -13967,6 +13970,125 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class VRCameraMetrics {
+        hResolution: number;
+        vResolution: number;
+        hScreenSize: number;
+        vScreenSize: number;
+        vScreenCenter: number;
+        eyeToScreenDistance: number;
+        lensSeparationDistance: number;
+        interpupillaryDistance: number;
+        distortionK: number[];
+        chromaAbCorrection: number[];
+        postProcessScaleFactor: number;
+        lensCenterOffset: number;
+        compensateDistortion: boolean;
+        readonly aspectRatio: number;
+        readonly aspectRatioFov: number;
+        readonly leftHMatrix: Matrix;
+        readonly rightHMatrix: Matrix;
+        readonly leftPreViewMatrix: Matrix;
+        readonly rightPreViewMatrix: Matrix;
+        static GetDefault(): VRCameraMetrics;
+    }
+}
+
+declare module BABYLON {
+    class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+    class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
+        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+}
+
+declare var HMDVRDevice: any;
+declare var VRDisplay: any;
+declare var VRFrameData: any;
+declare module BABYLON {
+    /**
+     * This is a copy of VRPose.
+     * IMPORTANT!! The data is right-hand data.
+     * @export
+     * @interface DevicePose
+     */
+    interface DevicePose {
+        readonly position?: Float32Array;
+        readonly linearVelocity?: Float32Array;
+        readonly linearAcceleration?: Float32Array;
+        readonly orientation?: Float32Array;
+        readonly angularVelocity?: Float32Array;
+        readonly angularAcceleration?: Float32Array;
+    }
+    interface PoseControlled {
+        position: Vector3;
+        rotationQuaternion: Quaternion;
+        devicePosition?: Vector3;
+        deviceRotationQuaternion: Quaternion;
+        rawPose: DevicePose;
+        deviceScaleFactor: number;
+        updateFromDevice(poseData: DevicePose): any;
+    }
+    interface WebVROptions {
+        trackPosition?: boolean;
+        positionScale?: number;
+        displayName?: string;
+        controllerMeshes?: boolean;
+    }
+    class WebVRFreeCamera extends FreeCamera implements PoseControlled {
+        private webVROptions;
+        _vrDevice: any;
+        rawPose: DevicePose;
+        private _vrEnabled;
+        private _attached;
+        private _oldSize;
+        private _oldHardwareScaleFactor;
+        private _frameData;
+        private _quaternionCache;
+        private _positionOffset;
+        devicePosition: Vector3;
+        deviceRotationQuaternion: any;
+        deviceScaleFactor: number;
+        controllers: Array<WebVRController>;
+        onControllersAttached: (controllers: Array<WebVRController>) => void;
+        constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
+        _checkInputs(): void;
+        updateFromDevice(poseData: DevicePose): void;
+        /**
+         * WebVR's attach control will start broadcasting frames to the device.
+         * Note that in certain browsers (chrome for example) this function must be called
+         * within a user-interaction callback. Example:
+         * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
+         *
+         * @param {HTMLElement} element
+         * @param {boolean} [noPreventDefault]
+         *
+         * @memberOf WebVRFreeCamera
+         */
+        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
+        detachControl(element: HTMLElement): void;
+        getClassName(): string;
+        resetToCurrentRotation(): void;
+        /**
+         * This function is called by the two RIG cameras.
+         * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
+         */
+        protected _getWebVRViewMatrix(): Matrix;
+        _updateWebVRCameraRotationMatrix(): void;
+        _isSynchronizedViewMatrix(): boolean;
+        protected _getWebVRProjectionMatrix(): Matrix;
+        initControllers(): void;
+    }
+}
+
+declare module BABYLON {
     class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
         camera: ArcRotateCamera;
         gamepad: Gamepad;
@@ -14177,124 +14299,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class VRCameraMetrics {
-        hResolution: number;
-        vResolution: number;
-        hScreenSize: number;
-        vScreenSize: number;
-        vScreenCenter: number;
-        eyeToScreenDistance: number;
-        lensSeparationDistance: number;
-        interpupillaryDistance: number;
-        distortionK: number[];
-        chromaAbCorrection: number[];
-        postProcessScaleFactor: number;
-        lensCenterOffset: number;
-        compensateDistortion: boolean;
-        readonly aspectRatio: number;
-        readonly aspectRatioFov: number;
-        readonly leftHMatrix: Matrix;
-        readonly rightHMatrix: Matrix;
-        readonly leftPreViewMatrix: Matrix;
-        readonly rightPreViewMatrix: Matrix;
-        static GetDefault(): VRCameraMetrics;
-    }
-}
-
-declare module BABYLON {
-    class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-    class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
-        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-}
-
-declare var HMDVRDevice: any;
-declare var VRDisplay: any;
-declare var VRFrameData: any;
-declare module BABYLON {
-    /**
-     * This is a copy of VRPose.
-     * IMPORTANT!! The data is right-hand data.
-     * @export
-     * @interface DevicePose
-     */
-    interface DevicePose {
-        readonly position?: Float32Array;
-        readonly linearVelocity?: Float32Array;
-        readonly linearAcceleration?: Float32Array;
-        readonly orientation?: Float32Array;
-        readonly angularVelocity?: Float32Array;
-        readonly angularAcceleration?: Float32Array;
-    }
-    interface PoseControlled {
-        position: Vector3;
-        rotationQuaternion: Quaternion;
-        devicePosition?: Vector3;
-        deviceRotationQuaternion: Quaternion;
-        rawPose: DevicePose;
-        deviceScaleFactor: number;
-        updateFromDevice(poseData: DevicePose): any;
-    }
-    interface WebVROptions {
-        trackPosition?: boolean;
-        positionScale?: number;
-        displayName?: string;
-    }
-    class WebVRFreeCamera extends FreeCamera implements PoseControlled {
-        private webVROptions;
-        _vrDevice: any;
-        rawPose: DevicePose;
-        private _vrEnabled;
-        private _attached;
-        private _oldSize;
-        private _oldHardwareScaleFactor;
-        private _frameData;
-        private _quaternionCache;
-        private _positionOffset;
-        devicePosition: Vector3;
-        deviceRotationQuaternion: any;
-        deviceScaleFactor: number;
-        controllers: Array<WebVRController>;
-        onControllersAttached: (controllers: Array<WebVRController>) => void;
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, webVROptions?: WebVROptions);
-        _checkInputs(): void;
-        updateFromDevice(poseData: DevicePose): void;
-        /**
-         * WebVR's attach control will start broadcasting frames to the device.
-         * Note that in certain browsers (chrome for example) this function must be called
-         * within a user-interaction callback. Example:
-         * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
-         *
-         * @param {HTMLElement} element
-         * @param {boolean} [noPreventDefault]
-         *
-         * @memberOf WebVRFreeCamera
-         */
-        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
-        detachControl(element: HTMLElement): void;
-        getClassName(): string;
-        resetToCurrentRotation(): void;
-        /**
-         * This function is called by the two RIG cameras.
-         * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
-         */
-        protected _getWebVRViewMatrix(): Matrix;
-        _updateWebVRCameraRotationMatrix(): void;
-        _isSynchronizedViewMatrix(): boolean;
-        protected _getWebVRProjectionMatrix(): Matrix;
-        initControllers(): void;
-    }
-}
-
-declare module BABYLON {
     interface IOctreeContainer<T> {
         blocks: Array<OctreeBlock<T>>;
     }
@@ -14341,6 +14345,9 @@ declare module BABYLON {
     }
 }
 
+declare module BABYLON.Internals {
+}
+
 declare module BABYLON {
     interface IShadowGenerator {
         getShadowMap(): RenderTargetTexture;
@@ -14449,9 +14456,6 @@ declare module BABYLON {
     }
 }
 
-declare module BABYLON.Internals {
-}
-
 declare module BABYLON {
     class BaseTexture {
         name: string;
@@ -14984,6 +14988,7 @@ declare module BABYLON {
             maxWidth: number;
             minHeight: number;
             maxHeight: number;
+            deviceId: string;
         }): void;
     }
 }

File diff suppressed because it is too large
+ 13 - 13
dist/preview release/babylon.js


+ 63 - 3
dist/preview release/babylon.max.js

@@ -28508,11 +28508,18 @@ var BABYLON;
         };
         VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
             var video = document.createElement("video");
+            var constraintsDeviceId;
+            if (constraints && constraints.deviceId) {
+                constraintsDeviceId = {
+                    exact: constraints.deviceId
+                };
+            }
             navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia;
             window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
             if (navigator.getUserMedia) {
                 navigator.getUserMedia({
                     video: {
+                        deviceId: constraintsDeviceId,
                         width: {
                             min: (constraints && constraints.minWidth) || 256,
                             max: (constraints && constraints.maxWidth) || 640
@@ -31274,7 +31281,11 @@ var BABYLON;
                 }
                 BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
                     importMeshFromData(data);
-                }, progressCallBack, database, useArrayBuffer);
+                }, progressCallBack, database, useArrayBuffer, function () {
+                    if (onerror) {
+                        onerror(scene, 'Unable to load file ' + rootUrl + sceneFilename);
+                    }
+                });
             };
             if (scene.getEngine().enableOfflineSupport && !directLoad) {
                 // Checking if a manifest file has been set for this scene and if offline mode has been requested
@@ -49580,8 +49591,7 @@ var BABYLON;
 (function (BABYLON) {
     var WebVRFreeCamera = (function (_super) {
         __extends(WebVRFreeCamera, _super);
-        function WebVRFreeCamera(name, position, scene, compensateDistortion, webVROptions) {
-            if (compensateDistortion === void 0) { compensateDistortion = false; }
+        function WebVRFreeCamera(name, position, scene, webVROptions) {
             if (webVROptions === void 0) { webVROptions = {}; }
             var _this = _super.call(this, name, position, scene) || this;
             _this.webVROptions = webVROptions;
@@ -49593,6 +49603,17 @@ var BABYLON;
             _this.devicePosition = BABYLON.Vector3.Zero();
             _this.deviceScaleFactor = 1;
             _this.controllers = [];
+            //legacy support - the compensation boolean was removed.
+            if (arguments.length === 5) {
+                _this.webVROptions = arguments[4];
+            }
+            // default webVR options
+            if (_this.webVROptions.trackPosition == undefined) {
+                _this.webVROptions.trackPosition = true;
+            }
+            if (_this.webVROptions.controllerMeshes == undefined) {
+                _this.webVROptions.controllerMeshes = true;
+            }
             _this.rotationQuaternion = new BABYLON.Quaternion();
             _this.deviceRotationQuaternion = new BABYLON.Quaternion();
             if (_this.webVROptions && _this.webVROptions.positionScale) {
@@ -49763,6 +49784,9 @@ var BABYLON;
             new BABYLON.Gamepads(function (gp) {
                 if (gp.type === BABYLON.Gamepad.POSE_ENABLED) {
                     var webVrController = gp;
+                    if (_this.webVROptions.controllerMeshes) {
+                        webVrController.initControllerMesh(_this.getScene());
+                    }
                     webVrController.attachToPoseControlledCamera(_this);
                     // since this is async - sanity check. Is the controller already stored?
                     if (_this.controllers.indexOf(webVrController) === -1) {
@@ -52050,6 +52074,24 @@ var BABYLON;
             _this.controllerType = PoseEnabledControllerType.OCULUS;
             return _this;
         }
+        OculusTouchController.prototype.initControllerMesh = function (scene) {
+            var _this = this;
+            var meshName = this.hand === 'right' ? 'RightTouch.babylon' : 'LeftTouch.babylon';
+            BABYLON.SceneLoader.ImportMesh("", "http://cdn.babylonjs.com/models/", meshName, scene, function (newMeshes) {
+                /*
+                Parent Mesh name: oculus_touch_left
+                - body
+                - trigger
+                - thumbstick
+                - grip
+                - button_y
+                - button_x
+                - button_enter
+                */
+                var mesh = newMeshes[7];
+                _this.attachToMesh(mesh);
+            });
+        };
         Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
             // helper getters for left and right hand.
             get: function () {
@@ -52140,6 +52182,24 @@ var BABYLON;
             _this.controllerType = PoseEnabledControllerType.VIVE;
             return _this;
         }
+        ViveController.prototype.initControllerMesh = function (scene) {
+            var _this = this;
+            BABYLON.SceneLoader.ImportMesh("", "http://cdn.babylonjs.com/models/", "ViveWand.babylon", scene, function (newMeshes) {
+                /*
+                Parent Mesh name: ViveWand
+                - body
+                - r_gripper
+                - l_gripper
+                - menu_button
+                - system_button
+                - trackpad
+                - trigger
+                - LED
+                */
+                var mesh = newMeshes[1];
+                _this.attachToMesh(mesh);
+            });
+        };
         Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
             get: function () {
                 return this.onMainButtonStateChangedObservable;

+ 322 - 317
dist/preview release/babylon.module.d.ts

@@ -3844,6 +3844,140 @@ declare module BABYLON {
     }
 }
 
+declare module BABYLON {
+    class BoundingBox implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        vectors: Vector3[];
+        center: Vector3;
+        extendSize: Vector3;
+        directions: Vector3[];
+        vectorsWorld: Vector3[];
+        minimumWorld: Vector3;
+        maximumWorld: Vector3;
+        private _worldMatrix;
+        constructor(minimum: Vector3, maximum: Vector3);
+        getWorldMatrix(): Matrix;
+        setWorldMatrix(matrix: Matrix): BoundingBox;
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsMinMax(min: Vector3, max: Vector3): boolean;
+        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
+        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
+        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+    }
+}
+
+declare module BABYLON {
+    interface ICullable {
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+    }
+    class BoundingInfo implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        boundingBox: BoundingBox;
+        boundingSphere: BoundingSphere;
+        private _isLocked;
+        constructor(minimum: Vector3, maximum: Vector3);
+        isLocked: boolean;
+        update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        _checkCollision(collider: Collider): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
+    }
+}
+
+declare module BABYLON {
+    class BoundingSphere {
+        minimum: Vector3;
+        maximum: Vector3;
+        center: Vector3;
+        radius: number;
+        centerWorld: Vector3;
+        radiusWorld: number;
+        private _tempRadiusVector;
+        constructor(minimum: Vector3, maximum: Vector3);
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
+    }
+}
+
+declare module BABYLON {
+    class Ray {
+        origin: Vector3;
+        direction: Vector3;
+        length: number;
+        private _edge1;
+        private _edge2;
+        private _pvec;
+        private _tvec;
+        private _qvec;
+        private _tmpRay;
+        private _rayHelper;
+        constructor(origin: Vector3, direction: Vector3, length?: number);
+        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
+        intersectsBox(box: BoundingBox): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
+        intersectsPlane(plane: Plane): number;
+        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
+        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
+        private _comparePickingInfo(pickingInfoA, pickingInfoB);
+        private static smallnum;
+        private static rayl;
+        /**
+         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
+         * @param sega the first point of the segment to test the intersection against
+         * @param segb the second point of the segment to test the intersection against
+         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
+         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
+         */
+        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
+        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
+        /**
+        * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
+        * transformed to the given world matrix.
+        * @param origin The origin point
+        * @param end The end point
+        * @param world a matrix to transform the ray to. Default is the identity matrix.
+        */
+        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
+        static Transform(ray: Ray, matrix: Matrix): Ray;
+        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
+    }
+}
+
+declare module BABYLON {
+    class RayHelper {
+        ray: Ray;
+        private _renderPoints;
+        private _renderLine;
+        private _renderFunction;
+        private _scene;
+        private _updateToMeshFunction;
+        private _attachedToMesh;
+        private _meshSpaceDirection;
+        private _meshSpaceOrigin;
+        constructor(ray: Ray);
+        show(scene: Scene, color: Color3): void;
+        hide(): void;
+        private _render();
+        attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
+        detachFromMesh(): void;
+        private _updateToMesh();
+        dispose(): void;
+    }
+}
+
 declare module BABYLON.Debug {
     class AxesViewer {
         private _xline;
@@ -4173,140 +4307,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class BoundingBox implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        vectors: Vector3[];
-        center: Vector3;
-        extendSize: Vector3;
-        directions: Vector3[];
-        vectorsWorld: Vector3[];
-        minimumWorld: Vector3;
-        maximumWorld: Vector3;
-        private _worldMatrix;
-        constructor(minimum: Vector3, maximum: Vector3);
-        getWorldMatrix(): Matrix;
-        setWorldMatrix(matrix: Matrix): BoundingBox;
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsMinMax(min: Vector3, max: Vector3): boolean;
-        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
-        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
-        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
-        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
-    }
-}
-
-declare module BABYLON {
-    interface ICullable {
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-    }
-    class BoundingInfo implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        boundingBox: BoundingBox;
-        boundingSphere: BoundingSphere;
-        private _isLocked;
-        constructor(minimum: Vector3, maximum: Vector3);
-        isLocked: boolean;
-        update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        _checkCollision(collider: Collider): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
-    }
-}
-
-declare module BABYLON {
-    class BoundingSphere {
-        minimum: Vector3;
-        maximum: Vector3;
-        center: Vector3;
-        radius: number;
-        centerWorld: Vector3;
-        radiusWorld: number;
-        private _tempRadiusVector;
-        constructor(minimum: Vector3, maximum: Vector3);
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
-    }
-}
-
-declare module BABYLON {
-    class Ray {
-        origin: Vector3;
-        direction: Vector3;
-        length: number;
-        private _edge1;
-        private _edge2;
-        private _pvec;
-        private _tvec;
-        private _qvec;
-        private _tmpRay;
-        private _rayHelper;
-        constructor(origin: Vector3, direction: Vector3, length?: number);
-        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
-        intersectsBox(box: BoundingBox): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
-        intersectsPlane(plane: Plane): number;
-        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
-        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
-        private _comparePickingInfo(pickingInfoA, pickingInfoB);
-        private static smallnum;
-        private static rayl;
-        /**
-         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
-         * @param sega the first point of the segment to test the intersection against
-         * @param segb the second point of the segment to test the intersection against
-         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
-         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
-         */
-        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
-        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
-        /**
-        * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
-        * transformed to the given world matrix.
-        * @param origin The origin point
-        * @param end The end point
-        * @param world a matrix to transform the ray to. Default is the identity matrix.
-        */
-        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
-        static Transform(ray: Ray, matrix: Matrix): Ray;
-        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
-    }
-}
-
-declare module BABYLON {
-    class RayHelper {
-        ray: Ray;
-        private _renderPoints;
-        private _renderLine;
-        private _renderFunction;
-        private _scene;
-        private _updateToMeshFunction;
-        private _attachedToMesh;
-        private _meshSpaceDirection;
-        private _meshSpaceOrigin;
-        constructor(ray: Ray);
-        show(scene: Scene, color: Color3): void;
-        hide(): void;
-        private _render();
-        attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
-        detachFromMesh(): void;
-        private _updateToMesh();
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     class LensFlare {
         size: number;
         position: number;
@@ -4352,6 +4352,58 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    interface ISceneLoaderPluginExtensions {
+        [extension: string]: {
+            isBinary: boolean;
+        };
+    }
+    interface ISceneLoaderPlugin {
+        extensions: string | ISceneLoaderPluginExtensions;
+        importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
+        load: (scene: Scene, data: string, rootUrl: string) => boolean;
+    }
+    interface ISceneLoaderPluginAsync {
+        extensions: string | ISceneLoaderPluginExtensions;
+        importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onerror?: () => void) => void;
+        loadAsync: (scene: Scene, data: string, rootUrl: string, onsuccess: () => void, onerror: () => void) => boolean;
+    }
+    class SceneLoader {
+        private static _ForceFullSceneLoadingForIncremental;
+        private static _ShowLoadingScreen;
+        static readonly NO_LOGGING: number;
+        static readonly MINIMAL_LOGGING: number;
+        static readonly SUMMARY_LOGGING: number;
+        static readonly DETAILED_LOGGING: number;
+        private static _loggingLevel;
+        static ForceFullSceneLoadingForIncremental: boolean;
+        static ShowLoadingScreen: boolean;
+        static loggingLevel: number;
+        private static _registeredPlugins;
+        private static _getDefaultPlugin();
+        private static _getPluginForExtension(extension);
+        private static _getPluginForFilename(sceneFilename);
+        private static _getDirectLoad(sceneFilename);
+        static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
+        static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
+        static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, message: string, exception?: any) => void): void;
+        /**
+        * Load a scene
+        * @param rootUrl a string that defines the root url for scene and resources
+        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
+        * @param engine is the instance of BABYLON.Engine to use to create the scene
+        */
+        static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
+        /**
+        * Append a scene
+        * @param rootUrl a string that defines the root url for scene and resources
+        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
+        * @param scene is the instance of BABYLON.Scene to append to
+        */
+        static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
+    }
+}
+
+declare module BABYLON {
     class DirectionalLight extends Light implements IShadowLight {
         position: Vector3;
         direction: Vector3;
@@ -4700,68 +4752,16 @@ declare module BABYLON {
          * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
          * Return the SpotLight.
          */
-        transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): SpotLight;
-        _getWorldMatrix(): Matrix;
-        /**
-         * Returns the integer 2.
-         */
-        getTypeID(): number;
-        /**
-         * Returns the SpotLight rotation (Vector3).
-         */
-        getRotation(): Vector3;
-    }
-}
-
-declare module BABYLON {
-    interface ISceneLoaderPluginExtensions {
-        [extension: string]: {
-            isBinary: boolean;
-        };
-    }
-    interface ISceneLoaderPlugin {
-        extensions: string | ISceneLoaderPluginExtensions;
-        importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
-        load: (scene: Scene, data: string, rootUrl: string) => boolean;
-    }
-    interface ISceneLoaderPluginAsync {
-        extensions: string | ISceneLoaderPluginExtensions;
-        importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onerror?: () => void) => void;
-        loadAsync: (scene: Scene, data: string, rootUrl: string, onsuccess: () => void, onerror: () => void) => boolean;
-    }
-    class SceneLoader {
-        private static _ForceFullSceneLoadingForIncremental;
-        private static _ShowLoadingScreen;
-        static readonly NO_LOGGING: number;
-        static readonly MINIMAL_LOGGING: number;
-        static readonly SUMMARY_LOGGING: number;
-        static readonly DETAILED_LOGGING: number;
-        private static _loggingLevel;
-        static ForceFullSceneLoadingForIncremental: boolean;
-        static ShowLoadingScreen: boolean;
-        static loggingLevel: number;
-        private static _registeredPlugins;
-        private static _getDefaultPlugin();
-        private static _getPluginForExtension(extension);
-        private static _getPluginForFilename(sceneFilename);
-        private static _getDirectLoad(sceneFilename);
-        static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
-        static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
-        static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, message: string, exception?: any) => void): void;
-        /**
-        * Load a scene
-        * @param rootUrl a string that defines the root url for scene and resources
-        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
-        * @param engine is the instance of BABYLON.Engine to use to create the scene
-        */
-        static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
+        transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): SpotLight;
+        _getWorldMatrix(): Matrix;
         /**
-        * Append a scene
-        * @param rootUrl a string that defines the root url for scene and resources
-        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
-        * @param scene is the instance of BABYLON.Scene to append to
-        */
-        static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
+         * Returns the integer 2.
+         */
+        getTypeID(): number;
+        /**
+         * Returns the SpotLight rotation (Vector3).
+         */
+        getRotation(): Vector3;
     }
 }
 
@@ -12954,7 +12954,7 @@ declare module BABYLON {
         private _calculatedPosition;
         private _calculatedRotation;
         rawPose: DevicePose;
-        private _mesh;
+        _mesh: AbstractMesh;
         private _poseControlledCamera;
         private _leftHandSystemQuaternion;
         constructor(vrGamepad: any);
@@ -12984,6 +12984,7 @@ declare module BABYLON {
         constructor(vrGamepad: any);
         update(): void;
         protected abstract handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): any;
+        abstract initControllerMesh(scene: Scene): any;
         private _setButtonValue(newState, currentState, buttonIndex);
         private _changes;
         private _checkChanges(newState, currentState);
@@ -12992,6 +12993,7 @@ declare module BABYLON {
         onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
         onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
         constructor(vrGamepad: any);
+        initControllerMesh(scene: Scene): void;
         readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
         readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
         readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
@@ -13000,6 +13002,7 @@ declare module BABYLON {
     }
     class ViveController extends WebVRController {
         constructor(vrGamepad: any);
+        initControllerMesh(scene: Scene): void;
         readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
         readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
         readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
@@ -13967,6 +13970,125 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class VRCameraMetrics {
+        hResolution: number;
+        vResolution: number;
+        hScreenSize: number;
+        vScreenSize: number;
+        vScreenCenter: number;
+        eyeToScreenDistance: number;
+        lensSeparationDistance: number;
+        interpupillaryDistance: number;
+        distortionK: number[];
+        chromaAbCorrection: number[];
+        postProcessScaleFactor: number;
+        lensCenterOffset: number;
+        compensateDistortion: boolean;
+        readonly aspectRatio: number;
+        readonly aspectRatioFov: number;
+        readonly leftHMatrix: Matrix;
+        readonly rightHMatrix: Matrix;
+        readonly leftPreViewMatrix: Matrix;
+        readonly rightPreViewMatrix: Matrix;
+        static GetDefault(): VRCameraMetrics;
+    }
+}
+
+declare module BABYLON {
+    class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+    class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
+        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+}
+
+declare var HMDVRDevice: any;
+declare var VRDisplay: any;
+declare var VRFrameData: any;
+declare module BABYLON {
+    /**
+     * This is a copy of VRPose.
+     * IMPORTANT!! The data is right-hand data.
+     * @export
+     * @interface DevicePose
+     */
+    interface DevicePose {
+        readonly position?: Float32Array;
+        readonly linearVelocity?: Float32Array;
+        readonly linearAcceleration?: Float32Array;
+        readonly orientation?: Float32Array;
+        readonly angularVelocity?: Float32Array;
+        readonly angularAcceleration?: Float32Array;
+    }
+    interface PoseControlled {
+        position: Vector3;
+        rotationQuaternion: Quaternion;
+        devicePosition?: Vector3;
+        deviceRotationQuaternion: Quaternion;
+        rawPose: DevicePose;
+        deviceScaleFactor: number;
+        updateFromDevice(poseData: DevicePose): any;
+    }
+    interface WebVROptions {
+        trackPosition?: boolean;
+        positionScale?: number;
+        displayName?: string;
+        controllerMeshes?: boolean;
+    }
+    class WebVRFreeCamera extends FreeCamera implements PoseControlled {
+        private webVROptions;
+        _vrDevice: any;
+        rawPose: DevicePose;
+        private _vrEnabled;
+        private _attached;
+        private _oldSize;
+        private _oldHardwareScaleFactor;
+        private _frameData;
+        private _quaternionCache;
+        private _positionOffset;
+        devicePosition: Vector3;
+        deviceRotationQuaternion: any;
+        deviceScaleFactor: number;
+        controllers: Array<WebVRController>;
+        onControllersAttached: (controllers: Array<WebVRController>) => void;
+        constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
+        _checkInputs(): void;
+        updateFromDevice(poseData: DevicePose): void;
+        /**
+         * WebVR's attach control will start broadcasting frames to the device.
+         * Note that in certain browsers (chrome for example) this function must be called
+         * within a user-interaction callback. Example:
+         * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
+         *
+         * @param {HTMLElement} element
+         * @param {boolean} [noPreventDefault]
+         *
+         * @memberOf WebVRFreeCamera
+         */
+        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
+        detachControl(element: HTMLElement): void;
+        getClassName(): string;
+        resetToCurrentRotation(): void;
+        /**
+         * This function is called by the two RIG cameras.
+         * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
+         */
+        protected _getWebVRViewMatrix(): Matrix;
+        _updateWebVRCameraRotationMatrix(): void;
+        _isSynchronizedViewMatrix(): boolean;
+        protected _getWebVRProjectionMatrix(): Matrix;
+        initControllers(): void;
+    }
+}
+
+declare module BABYLON {
     class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
         camera: ArcRotateCamera;
         gamepad: Gamepad;
@@ -14177,124 +14299,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class VRCameraMetrics {
-        hResolution: number;
-        vResolution: number;
-        hScreenSize: number;
-        vScreenSize: number;
-        vScreenCenter: number;
-        eyeToScreenDistance: number;
-        lensSeparationDistance: number;
-        interpupillaryDistance: number;
-        distortionK: number[];
-        chromaAbCorrection: number[];
-        postProcessScaleFactor: number;
-        lensCenterOffset: number;
-        compensateDistortion: boolean;
-        readonly aspectRatio: number;
-        readonly aspectRatioFov: number;
-        readonly leftHMatrix: Matrix;
-        readonly rightHMatrix: Matrix;
-        readonly leftPreViewMatrix: Matrix;
-        readonly rightPreViewMatrix: Matrix;
-        static GetDefault(): VRCameraMetrics;
-    }
-}
-
-declare module BABYLON {
-    class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-    class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
-        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-}
-
-declare var HMDVRDevice: any;
-declare var VRDisplay: any;
-declare var VRFrameData: any;
-declare module BABYLON {
-    /**
-     * This is a copy of VRPose.
-     * IMPORTANT!! The data is right-hand data.
-     * @export
-     * @interface DevicePose
-     */
-    interface DevicePose {
-        readonly position?: Float32Array;
-        readonly linearVelocity?: Float32Array;
-        readonly linearAcceleration?: Float32Array;
-        readonly orientation?: Float32Array;
-        readonly angularVelocity?: Float32Array;
-        readonly angularAcceleration?: Float32Array;
-    }
-    interface PoseControlled {
-        position: Vector3;
-        rotationQuaternion: Quaternion;
-        devicePosition?: Vector3;
-        deviceRotationQuaternion: Quaternion;
-        rawPose: DevicePose;
-        deviceScaleFactor: number;
-        updateFromDevice(poseData: DevicePose): any;
-    }
-    interface WebVROptions {
-        trackPosition?: boolean;
-        positionScale?: number;
-        displayName?: string;
-    }
-    class WebVRFreeCamera extends FreeCamera implements PoseControlled {
-        private webVROptions;
-        _vrDevice: any;
-        rawPose: DevicePose;
-        private _vrEnabled;
-        private _attached;
-        private _oldSize;
-        private _oldHardwareScaleFactor;
-        private _frameData;
-        private _quaternionCache;
-        private _positionOffset;
-        devicePosition: Vector3;
-        deviceRotationQuaternion: any;
-        deviceScaleFactor: number;
-        controllers: Array<WebVRController>;
-        onControllersAttached: (controllers: Array<WebVRController>) => void;
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, webVROptions?: WebVROptions);
-        _checkInputs(): void;
-        updateFromDevice(poseData: DevicePose): void;
-        /**
-         * WebVR's attach control will start broadcasting frames to the device.
-         * Note that in certain browsers (chrome for example) this function must be called
-         * within a user-interaction callback. Example:
-         * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
-         *
-         * @param {HTMLElement} element
-         * @param {boolean} [noPreventDefault]
-         *
-         * @memberOf WebVRFreeCamera
-         */
-        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
-        detachControl(element: HTMLElement): void;
-        getClassName(): string;
-        resetToCurrentRotation(): void;
-        /**
-         * This function is called by the two RIG cameras.
-         * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
-         */
-        protected _getWebVRViewMatrix(): Matrix;
-        _updateWebVRCameraRotationMatrix(): void;
-        _isSynchronizedViewMatrix(): boolean;
-        protected _getWebVRProjectionMatrix(): Matrix;
-        initControllers(): void;
-    }
-}
-
-declare module BABYLON {
     interface IOctreeContainer<T> {
         blocks: Array<OctreeBlock<T>>;
     }
@@ -14341,6 +14345,9 @@ declare module BABYLON {
     }
 }
 
+declare module BABYLON.Internals {
+}
+
 declare module BABYLON {
     interface IShadowGenerator {
         getShadowMap(): RenderTargetTexture;
@@ -14449,9 +14456,6 @@ declare module BABYLON {
     }
 }
 
-declare module BABYLON.Internals {
-}
-
 declare module BABYLON {
     class BaseTexture {
         name: string;
@@ -14984,6 +14988,7 @@ declare module BABYLON {
             maxWidth: number;
             minHeight: number;
             maxHeight: number;
+            deviceId: string;
         }): void;
     }
 }

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+ 13 - 13
dist/preview release/babylon.noworker.js