Переглянути джерело

Improving material.dispose

David catuhe 10 роки тому
батько
коміт
c4e29367ba

+ 431 - 431
dist/preview release/babylon.d.ts

@@ -1530,246 +1530,6 @@ 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[], 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;
-        getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Vector3;
-        getTextureCoordinates(): Vector2;
-    }
-}
-
-declare module BABYLON {
     class ArcRotateCamera extends TargetCamera {
         alpha: number;
         beta: number;
@@ -2161,26 +1921,7 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class Layer {
-        name: string;
-        texture: Texture;
-        isBackground: boolean;
-        color: Color4;
-        onDispose: () => void;
-        private _scene;
-        private _vertexDeclaration;
-        private _vertexStrideSize;
-        private _vertexBuffer;
-        private _indexBuffer;
-        private _effect;
-        constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
-        render(): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class DebugLayer {
+    class DebugLayer {
         private _scene;
         private _camera;
         private _transformationMatrix;
@@ -2236,6 +1977,246 @@ 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[], 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;
+        getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Vector3;
+        getTextureCoordinates(): Vector2;
+    }
+}
+
+declare module BABYLON {
     class BoundingBox {
         minimum: Vector3;
         maximum: Vector3;
@@ -2296,6 +2277,25 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class Layer {
+        name: string;
+        texture: Texture;
+        isBackground: boolean;
+        color: Color4;
+        onDispose: () => void;
+        private _scene;
+        private _vertexDeclaration;
+        private _vertexStrideSize;
+        private _vertexBuffer;
+        private _indexBuffer;
+        private _effect;
+        constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
+        render(): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
     class LensFlare {
         size: number;
         position: number;
@@ -2338,6 +2338,38 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    interface ISceneLoaderPlugin {
+        extensions: string;
+        importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
+        load: (scene: Scene, data: string, rootUrl: string) => boolean;
+    }
+    class SceneLoader {
+        private static _ForceFullSceneLoadingForIncremental;
+        private static _ShowLoadingScreen;
+        static ForceFullSceneLoadingForIncremental: boolean;
+        static ShowLoadingScreen: boolean;
+        private static _registeredPlugins;
+        private static _getPluginForFilename(sceneFilename);
+        static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
+        static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, e: 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 {
         direction: Vector3;
         position: Vector3;
@@ -2416,60 +2448,28 @@ declare module BABYLON {
         getAbsolutePosition(): Vector3;
         transferToEffect(effect: Effect, positionUniformName: string): void;
         getShadowGenerator(): ShadowGenerator;
-        _getWorldMatrix(): Matrix;
-    }
-}
-
-declare module BABYLON {
-    class SpotLight extends Light implements IShadowLight {
-        position: Vector3;
-        direction: Vector3;
-        angle: number;
-        exponent: number;
-        transformedPosition: Vector3;
-        private _transformedDirection;
-        private _worldMatrix;
-        constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
-        getAbsolutePosition(): Vector3;
-        setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
-        supportsVSM(): boolean;
-        needRefreshPerFrame(): boolean;
-        setDirectionToTarget(target: Vector3): Vector3;
-        computeTransformedPosition(): boolean;
-        transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): void;
-        _getWorldMatrix(): Matrix;
-    }
-}
-
-declare module BABYLON {
-    interface ISceneLoaderPlugin {
-        extensions: string;
-        importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
-        load: (scene: Scene, data: string, rootUrl: string) => boolean;
-    }
-    class SceneLoader {
-        private static _ForceFullSceneLoadingForIncremental;
-        private static _ShowLoadingScreen;
-        static ForceFullSceneLoadingForIncremental: boolean;
-        static ShowLoadingScreen: boolean;
-        private static _registeredPlugins;
-        private static _getPluginForFilename(sceneFilename);
-        static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
-        static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, e: 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;
+        _getWorldMatrix(): Matrix;
+    }
+}
+
+declare module BABYLON {
+    class SpotLight extends Light implements IShadowLight {
+        position: Vector3;
+        direction: Vector3;
+        angle: number;
+        exponent: number;
+        transformedPosition: Vector3;
+        private _transformedDirection;
+        private _worldMatrix;
+        constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
+        getAbsolutePosition(): Vector3;
+        setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
+        supportsVSM(): boolean;
+        needRefreshPerFrame(): boolean;
+        setDirectionToTarget(target: Vector3): Vector3;
+        computeTransformedPosition(): boolean;
+        transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): void;
+        _getWorldMatrix(): Matrix;
     }
 }
 
@@ -3256,99 +3256,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class Particle {
-        position: Vector3;
-        direction: Vector3;
-        color: Color4;
-        colorStep: Color4;
-        lifeTime: number;
-        age: number;
-        size: number;
-        angle: number;
-        angularSpeed: number;
-        copyTo(other: Particle): void;
-    }
-}
-
-declare module BABYLON {
-    class ParticleSystem implements IDisposable {
-        name: string;
-        static BLENDMODE_ONEONE: number;
-        static BLENDMODE_STANDARD: number;
-        id: string;
-        renderingGroupId: number;
-        emitter: any;
-        emitRate: number;
-        manualEmitCount: number;
-        updateSpeed: number;
-        targetStopDuration: number;
-        disposeOnStop: boolean;
-        minEmitPower: number;
-        maxEmitPower: number;
-        minLifeTime: number;
-        maxLifeTime: number;
-        minSize: number;
-        maxSize: number;
-        minAngularSpeed: number;
-        maxAngularSpeed: number;
-        particleTexture: Texture;
-        layerMask: number;
-        onDispose: () => void;
-        updateFunction: (particles: Particle[]) => void;
-        blendMode: number;
-        forceDepthWrite: boolean;
-        gravity: Vector3;
-        direction1: Vector3;
-        direction2: Vector3;
-        minEmitBox: Vector3;
-        maxEmitBox: Vector3;
-        color1: Color4;
-        color2: Color4;
-        colorDead: Color4;
-        textureMask: Color4;
-        startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
-        startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
-        private particles;
-        private _capacity;
-        private _scene;
-        private _vertexDeclaration;
-        private _vertexStrideSize;
-        private _stockParticles;
-        private _newPartsExcess;
-        private _vertexBuffer;
-        private _indexBuffer;
-        private _vertices;
-        private _effect;
-        private _customEffect;
-        private _cachedDefines;
-        private _scaledColorStep;
-        private _colorDiff;
-        private _scaledDirection;
-        private _scaledGravity;
-        private _currentRenderId;
-        private _alive;
-        private _started;
-        private _stopped;
-        private _actualFrame;
-        private _scaledUpdateSpeed;
-        constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
-        recycleParticle(particle: Particle): void;
-        getCapacity(): number;
-        isAlive(): boolean;
-        isStarted(): boolean;
-        start(): void;
-        stop(): void;
-        _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
-        private _update(newParticles);
-        private _getEffect();
-        animate(): void;
-        render(): number;
-        dispose(): void;
-        clone(name: string, newEmitter: any): ParticleSystem;
-    }
-}
-
-declare module BABYLON {
     class AbstractMesh extends Node implements IDisposable {
         private static _BILLBOARDMODE_NONE;
         private static _BILLBOARDMODE_X;
@@ -4522,27 +4429,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class ReflectionProbe {
-        name: string;
-        private _scene;
-        private _renderTargetTexture;
-        private _projectionMatrix;
-        private _viewMatrix;
-        private _target;
-        private _add;
-        private _attachedMesh;
-        position: Vector3;
-        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
-        refreshRate: number;
-        getScene(): Scene;
-        cubeTexture: RenderTargetTexture;
-        renderList: AbstractMesh[];
-        attachToMesh(mesh: AbstractMesh): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     interface IPhysicsEnginePlugin {
         initialize(iterations?: number): any;
         setGravity(gravity: Vector3): void;
@@ -4594,6 +4480,120 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class Particle {
+        position: Vector3;
+        direction: Vector3;
+        color: Color4;
+        colorStep: Color4;
+        lifeTime: number;
+        age: number;
+        size: number;
+        angle: number;
+        angularSpeed: number;
+        copyTo(other: Particle): void;
+    }
+}
+
+declare module BABYLON {
+    class ParticleSystem implements IDisposable {
+        name: string;
+        static BLENDMODE_ONEONE: number;
+        static BLENDMODE_STANDARD: number;
+        id: string;
+        renderingGroupId: number;
+        emitter: any;
+        emitRate: number;
+        manualEmitCount: number;
+        updateSpeed: number;
+        targetStopDuration: number;
+        disposeOnStop: boolean;
+        minEmitPower: number;
+        maxEmitPower: number;
+        minLifeTime: number;
+        maxLifeTime: number;
+        minSize: number;
+        maxSize: number;
+        minAngularSpeed: number;
+        maxAngularSpeed: number;
+        particleTexture: Texture;
+        layerMask: number;
+        onDispose: () => void;
+        updateFunction: (particles: Particle[]) => void;
+        blendMode: number;
+        forceDepthWrite: boolean;
+        gravity: Vector3;
+        direction1: Vector3;
+        direction2: Vector3;
+        minEmitBox: Vector3;
+        maxEmitBox: Vector3;
+        color1: Color4;
+        color2: Color4;
+        colorDead: Color4;
+        textureMask: Color4;
+        startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
+        startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
+        private particles;
+        private _capacity;
+        private _scene;
+        private _vertexDeclaration;
+        private _vertexStrideSize;
+        private _stockParticles;
+        private _newPartsExcess;
+        private _vertexBuffer;
+        private _indexBuffer;
+        private _vertices;
+        private _effect;
+        private _customEffect;
+        private _cachedDefines;
+        private _scaledColorStep;
+        private _colorDiff;
+        private _scaledDirection;
+        private _scaledGravity;
+        private _currentRenderId;
+        private _alive;
+        private _started;
+        private _stopped;
+        private _actualFrame;
+        private _scaledUpdateSpeed;
+        constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
+        recycleParticle(particle: Particle): void;
+        getCapacity(): number;
+        isAlive(): boolean;
+        isStarted(): boolean;
+        start(): void;
+        stop(): void;
+        _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
+        private _update(newParticles);
+        private _getEffect();
+        animate(): void;
+        render(): number;
+        dispose(): void;
+        clone(name: string, newEmitter: any): ParticleSystem;
+    }
+}
+
+declare module BABYLON {
+    class ReflectionProbe {
+        name: string;
+        private _scene;
+        private _renderTargetTexture;
+        private _projectionMatrix;
+        private _viewMatrix;
+        private _target;
+        private _add;
+        private _attachedMesh;
+        position: Vector3;
+        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
+        refreshRate: number;
+        getScene(): Scene;
+        cubeTexture: RenderTargetTexture;
+        renderList: AbstractMesh[];
+        attachToMesh(mesh: AbstractMesh): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
     class AnaglyphPostProcess extends PostProcess {
         constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
     }
@@ -6047,6 +6047,9 @@ declare module BABYLON {
     }
 }
 
+declare module BABYLON.Internals {
+}
+
 declare module BABYLON {
     class ShadowGenerator {
         private static _FILTER_NONE;
@@ -6100,9 +6103,6 @@ declare module BABYLON {
     }
 }
 
-declare module BABYLON.Internals {
-}
-
 declare module BABYLON {
     class BaseTexture {
         name: string;

Різницю між файлами не показано, бо вона завелика
+ 1 - 1
dist/preview release/babylon.js


+ 10 - 1
dist/preview release/babylon.max.js

@@ -19130,12 +19130,21 @@ var BABYLON;
         Material.prototype.dispose = function (forceDisposeEffect) {
             // Remove from scene
             var index = this._scene.materials.indexOf(this);
-            this._scene.materials.splice(index, 1);
+            if (index >= 0) {
+                this._scene.materials.splice(index, 1);
+            }
             // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
             if (forceDisposeEffect && this._effect) {
                 this._scene.getEngine()._releaseEffect(this._effect);
                 this._effect = null;
             }
+            // Remove from meshes
+            for (index = 0; index < this._scene.meshes.length; index++) {
+                var mesh = this._scene.meshes[index];
+                if (mesh.material === this) {
+                    mesh.material = null;
+                }
+            }
             // Callback
             if (this.onDispose) {
                 this.onDispose();

Різницю між файлами не показано, бо вона завелика
+ 1 - 1
dist/preview release/babylon.noworker.js


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

@@ -7,6 +7,7 @@
     - New `Material.sideOrientation` property to define clockwise or counter-clockwise faces selection. [Demo here](http://www.babylonjs-playground.com/#1TZJQY) ([deltakosh](https://github.com/deltakosh))
     - It is now possible to create a custom loading screen [PR](https://github.com/BabylonJS/Babylon.js/pull/700) ([RaananW](https://github.com/RaananW))
     - Per face color and texture feature in `Mesh.CreateCylinder()` ([jerome](https://github.com/jbousquie))
+    - `Material.dispose()` now removes disposed material from meshes ([deltakosh](https://github.com/deltakosh))
   - **Bug fixes**
     - Fixed bug with texture coordinates matrices ([deltakosh](https://github.com/deltakosh))
     - Fixed Sphere texture coordinates generation ([deltakosh](https://github.com/deltakosh))

+ 10 - 1
src/Materials/babylon.material.js

@@ -137,12 +137,21 @@ var BABYLON;
         Material.prototype.dispose = function (forceDisposeEffect) {
             // Remove from scene
             var index = this._scene.materials.indexOf(this);
-            this._scene.materials.splice(index, 1);
+            if (index >= 0) {
+                this._scene.materials.splice(index, 1);
+            }
             // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
             if (forceDisposeEffect && this._effect) {
                 this._scene.getEngine()._releaseEffect(this._effect);
                 this._effect = null;
             }
+            // Remove from meshes
+            for (index = 0; index < this._scene.meshes.length; index++) {
+                var mesh = this._scene.meshes[index];
+                if (mesh.material === this) {
+                    mesh.material = null;
+                }
+            }
             // Callback
             if (this.onDispose) {
                 this.onDispose();

+ 12 - 1
src/Materials/babylon.material.ts

@@ -152,7 +152,9 @@
         public dispose(forceDisposeEffect?: boolean): void {
             // Remove from scene
             var index = this._scene.materials.indexOf(this);
-            this._scene.materials.splice(index, 1);
+            if (index >= 0) {
+                this._scene.materials.splice(index, 1);
+            }
 
             // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
             if (forceDisposeEffect && this._effect) {
@@ -160,6 +162,15 @@
                 this._effect = null;
             }
 
+            // Remove from meshes
+            for (index = 0; index < this._scene.meshes.length; index++) {
+                var mesh = this._scene.meshes[index];
+
+                if (mesh.material === this) {
+                    mesh.material = null;
+                }
+            }
+
             // Callback
             if (this.onDispose) {
                 this.onDispose();