Просмотр исходного кода

Added Texture.LoadFromDataString

David Catuhe 8 лет назад
Родитель
Сommit
ac85fef5bc

Разница между файлами не показана из-за своего большого размера
+ 10 - 10
dist/preview release/babylon.core.js


+ 341 - 340
dist/preview release/babylon.d.ts

@@ -2690,6 +2690,247 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class Collider {
+        radius: Vector3;
+        retry: number;
+        velocity: Vector3;
+        basePoint: Vector3;
+        epsilon: number;
+        collisionFound: boolean;
+        velocityWorldLength: number;
+        basePointWorld: Vector3;
+        velocityWorld: Vector3;
+        normalizedVelocity: Vector3;
+        initialVelocity: Vector3;
+        initialPosition: Vector3;
+        nearestDistance: number;
+        intersectionPoint: Vector3;
+        collidedMesh: AbstractMesh;
+        private _collisionPoint;
+        private _planeIntersectionPoint;
+        private _tempVector;
+        private _tempVector2;
+        private _tempVector3;
+        private _tempVector4;
+        private _edge;
+        private _baseToVertex;
+        private _destinationPoint;
+        private _slidePlaneNormal;
+        private _displacementVector;
+        _initialize(source: Vector3, dir: Vector3, e: number): void;
+        _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
+        _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
+        _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean): void;
+        _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: number[] | Int32Array, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean): void;
+        _getResponse(pos: Vector3, vel: Vector3): void;
+    }
+}
+
+declare module BABYLON {
+    var CollisionWorker: string;
+    interface ICollisionCoordinator {
+        getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
+        init(scene: Scene): void;
+        destroy(): void;
+        onMeshAdded(mesh: AbstractMesh): any;
+        onMeshUpdated(mesh: AbstractMesh): any;
+        onMeshRemoved(mesh: AbstractMesh): any;
+        onGeometryAdded(geometry: Geometry): any;
+        onGeometryUpdated(geometry: Geometry): any;
+        onGeometryDeleted(geometry: Geometry): any;
+    }
+    interface SerializedMesh {
+        id: string;
+        name: string;
+        uniqueId: number;
+        geometryId: string;
+        sphereCenter: Array<number>;
+        sphereRadius: number;
+        boxMinimum: Array<number>;
+        boxMaximum: Array<number>;
+        worldMatrixFromCache: any;
+        subMeshes: Array<SerializedSubMesh>;
+        checkCollisions: boolean;
+    }
+    interface SerializedSubMesh {
+        position: number;
+        verticesStart: number;
+        verticesCount: number;
+        indexStart: number;
+        indexCount: number;
+        hasMaterial: boolean;
+        sphereCenter: Array<number>;
+        sphereRadius: number;
+        boxMinimum: Array<number>;
+        boxMaximum: Array<number>;
+    }
+    interface SerializedGeometry {
+        id: string;
+        positions: Float32Array;
+        indices: Int32Array;
+        normals: Float32Array;
+    }
+    interface BabylonMessage {
+        taskType: WorkerTaskType;
+        payload: InitPayload | CollidePayload | UpdatePayload;
+    }
+    interface SerializedColliderToWorker {
+        position: Array<number>;
+        velocity: Array<number>;
+        radius: Array<number>;
+    }
+    enum WorkerTaskType {
+        INIT = 0,
+        UPDATE = 1,
+        COLLIDE = 2,
+    }
+    interface WorkerReply {
+        error: WorkerReplyType;
+        taskType: WorkerTaskType;
+        payload?: any;
+    }
+    interface CollisionReplyPayload {
+        newPosition: Array<number>;
+        collisionId: number;
+        collidedMeshUniqueId: number;
+    }
+    interface InitPayload {
+    }
+    interface CollidePayload {
+        collisionId: number;
+        collider: SerializedColliderToWorker;
+        maximumRetry: number;
+        excludedMeshUniqueId?: number;
+    }
+    interface UpdatePayload {
+        updatedMeshes: {
+            [n: number]: SerializedMesh;
+        };
+        updatedGeometries: {
+            [s: string]: SerializedGeometry;
+        };
+        removedMeshes: Array<number>;
+        removedGeometries: Array<string>;
+    }
+    enum WorkerReplyType {
+        SUCCESS = 0,
+        UNKNOWN_ERROR = 1,
+    }
+    class CollisionCoordinatorWorker implements ICollisionCoordinator {
+        private _scene;
+        private _scaledPosition;
+        private _scaledVelocity;
+        private _collisionsCallbackArray;
+        private _init;
+        private _runningUpdated;
+        private _runningCollisionTask;
+        private _worker;
+        private _addUpdateMeshesList;
+        private _addUpdateGeometriesList;
+        private _toRemoveMeshesArray;
+        private _toRemoveGeometryArray;
+        constructor();
+        static SerializeMesh: (mesh: AbstractMesh) => SerializedMesh;
+        static SerializeGeometry: (geometry: Geometry) => SerializedGeometry;
+        getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
+        init(scene: Scene): void;
+        destroy(): void;
+        onMeshAdded(mesh: AbstractMesh): void;
+        onMeshUpdated: (mesh: AbstractMesh) => void;
+        onMeshRemoved(mesh: AbstractMesh): void;
+        onGeometryAdded(geometry: Geometry): void;
+        onGeometryUpdated: (geometry: Geometry) => void;
+        onGeometryDeleted(geometry: Geometry): void;
+        private _afterRender;
+        private _onMessageFromWorker;
+    }
+    class CollisionCoordinatorLegacy implements ICollisionCoordinator {
+        private _scene;
+        private _scaledPosition;
+        private _scaledVelocity;
+        private _finalPosition;
+        getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
+        init(scene: Scene): void;
+        destroy(): void;
+        onMeshAdded(mesh: AbstractMesh): void;
+        onMeshUpdated(mesh: AbstractMesh): void;
+        onMeshRemoved(mesh: AbstractMesh): void;
+        onGeometryAdded(geometry: Geometry): void;
+        onGeometryUpdated(geometry: Geometry): void;
+        onGeometryDeleted(geometry: Geometry): void;
+        private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
+    }
+}
+
+declare module BABYLON {
+    var WorkerIncluded: boolean;
+    class CollisionCache {
+        private _meshes;
+        private _geometries;
+        getMeshes(): {
+            [n: number]: SerializedMesh;
+        };
+        getGeometries(): {
+            [s: number]: SerializedGeometry;
+        };
+        getMesh(id: any): SerializedMesh;
+        addMesh(mesh: SerializedMesh): void;
+        removeMesh(uniqueId: number): void;
+        getGeometry(id: string): SerializedGeometry;
+        addGeometry(geometry: SerializedGeometry): void;
+        removeGeometry(id: string): void;
+    }
+    class CollideWorker {
+        collider: Collider;
+        private _collisionCache;
+        private finalPosition;
+        private collisionsScalingMatrix;
+        private collisionTranformationMatrix;
+        constructor(collider: Collider, _collisionCache: CollisionCache, finalPosition: Vector3);
+        collideWithWorld(position: Vector3, velocity: Vector3, maximumRetry: number, excludedMeshUniqueId?: number): void;
+        private checkCollision(mesh);
+        private processCollisionsForSubMeshes(transformMatrix, mesh);
+        private collideForSubMesh(subMesh, transformMatrix, meshGeometry);
+        private checkSubmeshCollision(subMesh);
+    }
+    interface ICollisionDetector {
+        onInit(payload: InitPayload): void;
+        onUpdate(payload: UpdatePayload): void;
+        onCollision(payload: CollidePayload): void;
+    }
+    class CollisionDetectorTransferable implements ICollisionDetector {
+        private _collisionCache;
+        onInit(payload: InitPayload): void;
+        onUpdate(payload: UpdatePayload): void;
+        onCollision(payload: CollidePayload): void;
+    }
+}
+
+declare module BABYLON {
+    class IntersectionInfo {
+        bu: number;
+        bv: number;
+        distance: number;
+        faceId: number;
+        subMeshId: number;
+        constructor(bu: number, bv: number, distance: number);
+    }
+    class PickingInfo {
+        hit: boolean;
+        distance: number;
+        pickedPoint: Vector3;
+        pickedMesh: AbstractMesh;
+        bu: number;
+        bv: number;
+        faceId: number;
+        subMeshId: number;
+        pickedSprite: Sprite;
+        getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Vector3;
+        getTextureCoordinates(): Vector2;
+    }
+}
+
+declare module BABYLON {
     class ArcRotateCamera extends TargetCamera {
         alpha: number;
         beta: number;
@@ -3130,21 +3371,105 @@ 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;
+    class DebugLayer {
+        private _scene;
+        private _camera;
+        private _transformationMatrix;
+        private _enabled;
+        private _labelsEnabled;
+        private _displayStatistics;
+        private _displayTree;
+        private _displayLogs;
+        private _globalDiv;
+        private _statsDiv;
+        private _statsSubsetDiv;
+        private _optionsDiv;
+        private _optionsSubsetDiv;
+        private _logDiv;
+        private _logSubsetDiv;
+        private _treeDiv;
+        private _treeSubsetDiv;
+        private _drawingCanvas;
+        private _drawingContext;
+        private _rootElement;
+        private _skeletonViewers;
+        _syncPositions: () => void;
+        private _syncData;
+        private _syncUI;
+        private _onCanvasClick;
+        private _clickPosition;
+        private _ratio;
+        private _identityMatrix;
+        private _showUI;
+        private _needToRefreshMeshesTree;
+        shouldDisplayLabel: (node: Node) => boolean;
+        shouldDisplayAxis: (mesh: Mesh) => boolean;
+        axisRatio: number;
+        accentColor: string;
+        customStatsFunction: () => string;
+        constructor(scene: Scene);
+        private _refreshMeshesTreeContent();
+        private _renderSingleAxis(zero, unit, unitText, label, color);
+        private _renderAxis(projectedPosition, mesh, globalViewport);
+        private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
+        private _isClickInsideRect(x, y, width, height);
+        isVisible(): boolean;
+        hide(): void;
+        private _clearSkeletonViewers();
+        show(showUI?: boolean, camera?: Camera, rootElement?: HTMLElement): void;
+        private _clearLabels();
+        private _generateheader(root, text);
+        private _generateTexBox(root, title, color);
+        private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
+        private _generateCheckBox(root, title, initialState, task, tag?);
+        private _generateButton(root, title, task, tag?);
+        private _generateRadio(root, title, name, initialState, task, tag?);
+        private _generateDOMelements();
+        private _displayStats();
+    }
+}
+
+declare module BABYLON.Debug {
+    /**
+    * Demo available here: http://www.babylonjs-playground.com/#1BZJVJ#8
+    */
+    class SkeletonViewer {
+        skeleton: Skeleton;
+        mesh: AbstractMesh;
+        autoUpdateBonesMatrices: boolean;
+        renderingGroupId: number;
+        color: Color3;
+        private _scene;
+        private _debugLines;
+        private _debugMesh;
+        private _isEnabled;
+        private _renderFunction;
+        constructor(skeleton: Skeleton, mesh: AbstractMesh, scene: Scene, autoUpdateBonesMatrices?: boolean, renderingGroupId?: number);
+        isEnabled: boolean;
+        private _getBonePosition(position, bone, meshMat, x?, y?, z?);
+        private _getLinesForBonesWithLength(bones, meshMat);
+        private _getLinesForBonesNoLength(bones, meshMat);
+        update(): void;
+        dispose(): void;
+    }
+}
+
+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;
@@ -3236,90 +3561,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class DebugLayer {
-        private _scene;
-        private _camera;
-        private _transformationMatrix;
-        private _enabled;
-        private _labelsEnabled;
-        private _displayStatistics;
-        private _displayTree;
-        private _displayLogs;
-        private _globalDiv;
-        private _statsDiv;
-        private _statsSubsetDiv;
-        private _optionsDiv;
-        private _optionsSubsetDiv;
-        private _logDiv;
-        private _logSubsetDiv;
-        private _treeDiv;
-        private _treeSubsetDiv;
-        private _drawingCanvas;
-        private _drawingContext;
-        private _rootElement;
-        private _skeletonViewers;
-        _syncPositions: () => void;
-        private _syncData;
-        private _syncUI;
-        private _onCanvasClick;
-        private _clickPosition;
-        private _ratio;
-        private _identityMatrix;
-        private _showUI;
-        private _needToRefreshMeshesTree;
-        shouldDisplayLabel: (node: Node) => boolean;
-        shouldDisplayAxis: (mesh: Mesh) => boolean;
-        axisRatio: number;
-        accentColor: string;
-        customStatsFunction: () => string;
-        constructor(scene: Scene);
-        private _refreshMeshesTreeContent();
-        private _renderSingleAxis(zero, unit, unitText, label, color);
-        private _renderAxis(projectedPosition, mesh, globalViewport);
-        private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
-        private _isClickInsideRect(x, y, width, height);
-        isVisible(): boolean;
-        hide(): void;
-        private _clearSkeletonViewers();
-        show(showUI?: boolean, camera?: Camera, rootElement?: HTMLElement): void;
-        private _clearLabels();
-        private _generateheader(root, text);
-        private _generateTexBox(root, title, color);
-        private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
-        private _generateCheckBox(root, title, initialState, task, tag?);
-        private _generateButton(root, title, task, tag?);
-        private _generateRadio(root, title, name, initialState, task, tag?);
-        private _generateDOMelements();
-        private _displayStats();
-    }
-}
-
-declare module BABYLON.Debug {
-    /**
-    * Demo available here: http://www.babylonjs-playground.com/#1BZJVJ#8
-    */
-    class SkeletonViewer {
-        skeleton: Skeleton;
-        mesh: AbstractMesh;
-        autoUpdateBonesMatrices: boolean;
-        renderingGroupId: number;
-        color: Color3;
-        private _scene;
-        private _debugLines;
-        private _debugMesh;
-        private _isEnabled;
-        private _renderFunction;
-        constructor(skeleton: Skeleton, mesh: AbstractMesh, scene: Scene, autoUpdateBonesMatrices?: boolean, renderingGroupId?: number);
-        isEnabled: boolean;
-        private _getBonePosition(position, bone, meshMat, x?, y?, z?);
-        private _getLinesForBonesWithLength(bones, meshMat);
-        private _getLinesForBonesNoLength(bones, meshMat);
-        update(): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     /**
      * Highlight layer options. This helps customizing the behaviour
      * of the highlight layer.
@@ -3570,247 +3811,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class Collider {
-        radius: Vector3;
-        retry: number;
-        velocity: Vector3;
-        basePoint: Vector3;
-        epsilon: number;
-        collisionFound: boolean;
-        velocityWorldLength: number;
-        basePointWorld: Vector3;
-        velocityWorld: Vector3;
-        normalizedVelocity: Vector3;
-        initialVelocity: Vector3;
-        initialPosition: Vector3;
-        nearestDistance: number;
-        intersectionPoint: Vector3;
-        collidedMesh: AbstractMesh;
-        private _collisionPoint;
-        private _planeIntersectionPoint;
-        private _tempVector;
-        private _tempVector2;
-        private _tempVector3;
-        private _tempVector4;
-        private _edge;
-        private _baseToVertex;
-        private _destinationPoint;
-        private _slidePlaneNormal;
-        private _displacementVector;
-        _initialize(source: Vector3, dir: Vector3, e: number): void;
-        _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
-        _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
-        _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean): void;
-        _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: number[] | Int32Array, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean): void;
-        _getResponse(pos: Vector3, vel: Vector3): void;
-    }
-}
-
-declare module BABYLON {
-    var CollisionWorker: string;
-    interface ICollisionCoordinator {
-        getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
-        init(scene: Scene): void;
-        destroy(): void;
-        onMeshAdded(mesh: AbstractMesh): any;
-        onMeshUpdated(mesh: AbstractMesh): any;
-        onMeshRemoved(mesh: AbstractMesh): any;
-        onGeometryAdded(geometry: Geometry): any;
-        onGeometryUpdated(geometry: Geometry): any;
-        onGeometryDeleted(geometry: Geometry): any;
-    }
-    interface SerializedMesh {
-        id: string;
-        name: string;
-        uniqueId: number;
-        geometryId: string;
-        sphereCenter: Array<number>;
-        sphereRadius: number;
-        boxMinimum: Array<number>;
-        boxMaximum: Array<number>;
-        worldMatrixFromCache: any;
-        subMeshes: Array<SerializedSubMesh>;
-        checkCollisions: boolean;
-    }
-    interface SerializedSubMesh {
-        position: number;
-        verticesStart: number;
-        verticesCount: number;
-        indexStart: number;
-        indexCount: number;
-        hasMaterial: boolean;
-        sphereCenter: Array<number>;
-        sphereRadius: number;
-        boxMinimum: Array<number>;
-        boxMaximum: Array<number>;
-    }
-    interface SerializedGeometry {
-        id: string;
-        positions: Float32Array;
-        indices: Int32Array;
-        normals: Float32Array;
-    }
-    interface BabylonMessage {
-        taskType: WorkerTaskType;
-        payload: InitPayload | CollidePayload | UpdatePayload;
-    }
-    interface SerializedColliderToWorker {
-        position: Array<number>;
-        velocity: Array<number>;
-        radius: Array<number>;
-    }
-    enum WorkerTaskType {
-        INIT = 0,
-        UPDATE = 1,
-        COLLIDE = 2,
-    }
-    interface WorkerReply {
-        error: WorkerReplyType;
-        taskType: WorkerTaskType;
-        payload?: any;
-    }
-    interface CollisionReplyPayload {
-        newPosition: Array<number>;
-        collisionId: number;
-        collidedMeshUniqueId: number;
-    }
-    interface InitPayload {
-    }
-    interface CollidePayload {
-        collisionId: number;
-        collider: SerializedColliderToWorker;
-        maximumRetry: number;
-        excludedMeshUniqueId?: number;
-    }
-    interface UpdatePayload {
-        updatedMeshes: {
-            [n: number]: SerializedMesh;
-        };
-        updatedGeometries: {
-            [s: string]: SerializedGeometry;
-        };
-        removedMeshes: Array<number>;
-        removedGeometries: Array<string>;
-    }
-    enum WorkerReplyType {
-        SUCCESS = 0,
-        UNKNOWN_ERROR = 1,
-    }
-    class CollisionCoordinatorWorker implements ICollisionCoordinator {
-        private _scene;
-        private _scaledPosition;
-        private _scaledVelocity;
-        private _collisionsCallbackArray;
-        private _init;
-        private _runningUpdated;
-        private _runningCollisionTask;
-        private _worker;
-        private _addUpdateMeshesList;
-        private _addUpdateGeometriesList;
-        private _toRemoveMeshesArray;
-        private _toRemoveGeometryArray;
-        constructor();
-        static SerializeMesh: (mesh: AbstractMesh) => SerializedMesh;
-        static SerializeGeometry: (geometry: Geometry) => SerializedGeometry;
-        getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
-        init(scene: Scene): void;
-        destroy(): void;
-        onMeshAdded(mesh: AbstractMesh): void;
-        onMeshUpdated: (mesh: AbstractMesh) => void;
-        onMeshRemoved(mesh: AbstractMesh): void;
-        onGeometryAdded(geometry: Geometry): void;
-        onGeometryUpdated: (geometry: Geometry) => void;
-        onGeometryDeleted(geometry: Geometry): void;
-        private _afterRender;
-        private _onMessageFromWorker;
-    }
-    class CollisionCoordinatorLegacy implements ICollisionCoordinator {
-        private _scene;
-        private _scaledPosition;
-        private _scaledVelocity;
-        private _finalPosition;
-        getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
-        init(scene: Scene): void;
-        destroy(): void;
-        onMeshAdded(mesh: AbstractMesh): void;
-        onMeshUpdated(mesh: AbstractMesh): void;
-        onMeshRemoved(mesh: AbstractMesh): void;
-        onGeometryAdded(geometry: Geometry): void;
-        onGeometryUpdated(geometry: Geometry): void;
-        onGeometryDeleted(geometry: Geometry): void;
-        private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
-    }
-}
-
-declare module BABYLON {
-    var WorkerIncluded: boolean;
-    class CollisionCache {
-        private _meshes;
-        private _geometries;
-        getMeshes(): {
-            [n: number]: SerializedMesh;
-        };
-        getGeometries(): {
-            [s: number]: SerializedGeometry;
-        };
-        getMesh(id: any): SerializedMesh;
-        addMesh(mesh: SerializedMesh): void;
-        removeMesh(uniqueId: number): void;
-        getGeometry(id: string): SerializedGeometry;
-        addGeometry(geometry: SerializedGeometry): void;
-        removeGeometry(id: string): void;
-    }
-    class CollideWorker {
-        collider: Collider;
-        private _collisionCache;
-        private finalPosition;
-        private collisionsScalingMatrix;
-        private collisionTranformationMatrix;
-        constructor(collider: Collider, _collisionCache: CollisionCache, finalPosition: Vector3);
-        collideWithWorld(position: Vector3, velocity: Vector3, maximumRetry: number, excludedMeshUniqueId?: number): void;
-        private checkCollision(mesh);
-        private processCollisionsForSubMeshes(transformMatrix, mesh);
-        private collideForSubMesh(subMesh, transformMatrix, meshGeometry);
-        private checkSubmeshCollision(subMesh);
-    }
-    interface ICollisionDetector {
-        onInit(payload: InitPayload): void;
-        onUpdate(payload: UpdatePayload): void;
-        onCollision(payload: CollidePayload): void;
-    }
-    class CollisionDetectorTransferable implements ICollisionDetector {
-        private _collisionCache;
-        onInit(payload: InitPayload): void;
-        onUpdate(payload: UpdatePayload): void;
-        onCollision(payload: CollidePayload): void;
-    }
-}
-
-declare module BABYLON {
-    class IntersectionInfo {
-        bu: number;
-        bv: number;
-        distance: number;
-        faceId: number;
-        subMeshId: number;
-        constructor(bu: number, bv: number, distance: number);
-    }
-    class PickingInfo {
-        hit: boolean;
-        distance: number;
-        pickedPoint: Vector3;
-        pickedMesh: AbstractMesh;
-        bu: number;
-        bv: number;
-        faceId: number;
-        subMeshId: number;
-        pickedSprite: Sprite;
-        getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Vector3;
-        getTextureCoordinates(): Vector2;
-    }
-}
-
-declare module BABYLON {
     class LensFlare {
         size: number;
         position: number;
@@ -12021,6 +12021,7 @@ declare module BABYLON {
         onLoadObservable: Observable<boolean>;
         static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void): Texture;
         static Parse(parsedTexture: any, scene: Scene, rootUrl: string): BaseTexture;
+        static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void): Texture;
     }
 }
 

Разница между файлами не показана из-за своего большого размера
+ 9 - 9
dist/preview release/babylon.js


+ 13 - 8
dist/preview release/babylon.max.js

@@ -23455,6 +23455,18 @@ var BABYLON;
             }
             return texture;
         };
+        Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError) {
+            if (deleteBuffer === void 0) { deleteBuffer = false; }
+            if (noMipmap === void 0) { noMipmap = false; }
+            if (invertY === void 0) { invertY = true; }
+            if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
+            if (onLoad === void 0) { onLoad = null; }
+            if (onError === void 0) { onError = null; }
+            if (name.substr(0, 5) !== "data:") {
+                name = "data:" + name;
+            }
+            return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer);
+        };
         // Constants
         Texture.NEAREST_SAMPLINGMODE = 1;
         Texture.BILINEAR_SAMPLINGMODE = 2;
@@ -30193,14 +30205,7 @@ var BABYLON;
                 mat.multiplyToRef(mesh.getWorldMatrix(), mat);
             }
             BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
-            if (mesh) {
-                result.x /= mesh.scaling.x;
-                result.y /= mesh.scaling.y;
-                result.z /= mesh.scaling.z;
-            }
-            result.x /= this._scaleVector.x;
-            result.y /= this._scaleVector.y;
-            result.z /= this._scaleVector.z;
+            result.normalize();
         };
         Bone.prototype.getRotation = function (mesh) {
             var result = BABYLON.Quaternion.Identity();

Разница между файлами не показана из-за своего большого размера
+ 9 - 9
dist/preview release/babylon.noworker.js


+ 1 - 0
dist/preview release/what's new.md

@@ -9,6 +9,7 @@
 - Added BoneIKController and BoneLookController ([abow](https://github.com/abow))
 
 ### Updates
+- New `Texture.LoadFromDataString()` to help loading base64 encoded textures ([deltakosh](https://github.com/deltakosh))
 - You can now specify an array of string when loading a texture (they will be considered as fallbacks) ([deltakosh](https://github.com/deltakosh))
 - Added Bone.getAbsolutePosition and Bone.getAbsolutePositionToRef ([abow](https://github.com/abow))
 - Added Bone.setYawPitchRoll ([abow](https://github.com/abow))

+ 1 - 8
src/Bones/babylon.bone.js

@@ -431,14 +431,7 @@ var BABYLON;
                 mat.multiplyToRef(mesh.getWorldMatrix(), mat);
             }
             BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
-            if (mesh) {
-                result.x /= mesh.scaling.x;
-                result.y /= mesh.scaling.y;
-                result.z /= mesh.scaling.z;
-            }
-            result.x /= this._scaleVector.x;
-            result.y /= this._scaleVector.y;
-            result.z /= this._scaleVector.z;
+            result.normalize();
         };
         Bone.prototype.getRotation = function (mesh) {
             var result = BABYLON.Quaternion.Identity();

+ 12 - 0
src/Materials/Textures/babylon.texture.js

@@ -263,6 +263,18 @@ var BABYLON;
             }
             return texture;
         };
+        Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError) {
+            if (deleteBuffer === void 0) { deleteBuffer = false; }
+            if (noMipmap === void 0) { noMipmap = false; }
+            if (invertY === void 0) { invertY = true; }
+            if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
+            if (onLoad === void 0) { onLoad = null; }
+            if (onError === void 0) { onError = null; }
+            if (name.substr(0, 5) !== "data:") {
+                name = "data:" + name;
+            }
+            return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer);
+        };
         // Constants
         Texture.NEAREST_SAMPLINGMODE = 1;
         Texture.BILINEAR_SAMPLINGMODE = 2;

+ 8 - 0
src/Materials/Textures/babylon.texture.ts

@@ -325,5 +325,13 @@
 
             return texture;
         }
+
+        public static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer: boolean = false, noMipmap: boolean = false, invertY: boolean = true, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE, onLoad: () => void = null, onError: () => void = null): Texture {
+            if (name.substr(0, 5) !== "data:") {
+                name = "data:" + name;
+            }
+
+            return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer);
+        }
     }
 }