David Catuhe 5 éve
szülő
commit
d7c27904c5

+ 101 - 85
dist/preview release/babylon.d.ts

@@ -44354,6 +44354,91 @@ declare module BABYLON {
 }
 declare module BABYLON {
     /**
+     * Renders a layer on top of an existing scene
+     */
+    export class UtilityLayerRenderer implements IDisposable {
+        /** the original scene that will be rendered on top of */
+        originalScene: Scene;
+        private _pointerCaptures;
+        private _lastPointerEvents;
+        private static _DefaultUtilityLayer;
+        private static _DefaultKeepDepthUtilityLayer;
+        private _sharedGizmoLight;
+        private _renderCamera;
+        /**
+         * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
+         * @returns the camera that is used when rendering the utility layer
+         */
+        getRenderCamera(): Camera;
+        /**
+         * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
+         * @param cam the camera that should be used when rendering the utility layer
+         */
+        setRenderCamera(cam: Nullable<Camera>): void;
+        /**
+         * @hidden
+         * Light which used by gizmos to get light shading
+         */
+        _getSharedGizmoLight(): HemisphericLight;
+        /**
+         * If the picking should be done on the utility layer prior to the actual scene (Default: true)
+         */
+        pickUtilitySceneFirst: boolean;
+        /**
+         * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
+         */
+        static get DefaultUtilityLayer(): UtilityLayerRenderer;
+        /**
+         * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
+         */
+        static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer;
+        /**
+         * The scene that is rendered on top of the original scene
+         */
+        utilityLayerScene: Scene;
+        /**
+         *  If the utility layer should automatically be rendered on top of existing scene
+        */
+        shouldRender: boolean;
+        /**
+         * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
+         */
+        onlyCheckPointerDownEvents: boolean;
+        /**
+         * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
+         */
+        processAllEvents: boolean;
+        /**
+         * Observable raised when the pointer move from the utility layer scene to the main scene
+         */
+        onPointerOutObservable: Observable<number>;
+        /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
+        mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
+        private _afterRenderObserver;
+        private _sceneDisposeObserver;
+        private _originalPointerObserver;
+        /**
+         * Instantiates a UtilityLayerRenderer
+         * @param originalScene the original scene that will be rendered on top of
+         * @param handleEvents boolean indicating if the utility layer should handle events
+         */
+        constructor(
+        /** the original scene that will be rendered on top of */
+        originalScene: Scene, handleEvents?: boolean);
+        private _notifyObservers;
+        /**
+         * Renders the utility layers scene on top of the original scene
+         */
+        render(): void;
+        /**
+         * Disposes of the renderer
+         */
+        dispose(): void;
+        private _updateCamera;
+    }
+}
+declare module BABYLON {
+    /**
      * Options interface for the pointer selection module
      */
     export interface IWebXRControllerPointerSelectionOptions {
@@ -44388,6 +44473,14 @@ declare module BABYLON {
          * Defaults to 1.
          */
         gazeModePointerMovedFactor?: number;
+        /**
+         * Should meshes created here be added to a utility layer or the main scene
+         */
+        useUtilityLayer?: boolean;
+        /**
+         * if provided, this scene will be used to render meshes.
+         */
+        customUtilityLayerScene?: Scene;
     }
     /**
      * A module that will enable pointer selection for motion controllers of XR Input Sources
@@ -44710,6 +44803,14 @@ declare module BABYLON {
          * If main component is used (no thumbstick), how long should the "long press" take before teleporting
          */
         timeToTeleport?: number;
+        /**
+         * Should meshes created here be added to a utility layer or the main scene
+         */
+        useUtilityLayer?: boolean;
+        /**
+         * if provided, this scene will be used to render meshes.
+         */
+        customUtilityLayerScene?: Scene;
     }
     /**
      * This is a teleportation feature to be used with webxr-enabled motion controllers.
@@ -45590,91 +45691,6 @@ declare module BABYLON {
 }
 declare module BABYLON {
     /**
-     * Renders a layer on top of an existing scene
-     */
-    export class UtilityLayerRenderer implements IDisposable {
-        /** the original scene that will be rendered on top of */
-        originalScene: Scene;
-        private _pointerCaptures;
-        private _lastPointerEvents;
-        private static _DefaultUtilityLayer;
-        private static _DefaultKeepDepthUtilityLayer;
-        private _sharedGizmoLight;
-        private _renderCamera;
-        /**
-         * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
-         * @returns the camera that is used when rendering the utility layer
-         */
-        getRenderCamera(): Camera;
-        /**
-         * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
-         * @param cam the camera that should be used when rendering the utility layer
-         */
-        setRenderCamera(cam: Nullable<Camera>): void;
-        /**
-         * @hidden
-         * Light which used by gizmos to get light shading
-         */
-        _getSharedGizmoLight(): HemisphericLight;
-        /**
-         * If the picking should be done on the utility layer prior to the actual scene (Default: true)
-         */
-        pickUtilitySceneFirst: boolean;
-        /**
-         * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
-         */
-        static get DefaultUtilityLayer(): UtilityLayerRenderer;
-        /**
-         * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
-         */
-        static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer;
-        /**
-         * The scene that is rendered on top of the original scene
-         */
-        utilityLayerScene: Scene;
-        /**
-         *  If the utility layer should automatically be rendered on top of existing scene
-        */
-        shouldRender: boolean;
-        /**
-         * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
-         */
-        onlyCheckPointerDownEvents: boolean;
-        /**
-         * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
-         */
-        processAllEvents: boolean;
-        /**
-         * Observable raised when the pointer move from the utility layer scene to the main scene
-         */
-        onPointerOutObservable: Observable<number>;
-        /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
-        mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
-        private _afterRenderObserver;
-        private _sceneDisposeObserver;
-        private _originalPointerObserver;
-        /**
-         * Instantiates a UtilityLayerRenderer
-         * @param originalScene the original scene that will be rendered on top of
-         * @param handleEvents boolean indicating if the utility layer should handle events
-         */
-        constructor(
-        /** the original scene that will be rendered on top of */
-        originalScene: Scene, handleEvents?: boolean);
-        private _notifyObservers;
-        /**
-         * Renders the utility layers scene on top of the original scene
-         */
-        render(): void;
-        /**
-         * Disposes of the renderer
-         */
-        dispose(): void;
-        private _updateCamera;
-    }
-}
-declare module BABYLON {
-    /**
      * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
      */
     export class Gizmo implements IDisposable {

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


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 27 - 21
dist/preview release/babylon.max.js


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


+ 210 - 176
dist/preview release/babylon.module.d.ts

@@ -45902,10 +45902,102 @@ declare module "babylonjs/XR/features/WebXRAbstractFeature" {
         protected _addNewAttachObserver<T>(observable: Observable<T>, callback: (eventData: T, eventState: EventState) => void): void;
     }
 }
+declare module "babylonjs/Rendering/utilityLayerRenderer" {
+    import { IDisposable, Scene } from "babylonjs/scene";
+    import { Nullable } from "babylonjs/types";
+    import { Observable } from "babylonjs/Misc/observable";
+    import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
+    import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
+    import { Camera } from "babylonjs/Cameras/camera";
+    /**
+     * Renders a layer on top of an existing scene
+     */
+    export class UtilityLayerRenderer implements IDisposable {
+        /** the original scene that will be rendered on top of */
+        originalScene: Scene;
+        private _pointerCaptures;
+        private _lastPointerEvents;
+        private static _DefaultUtilityLayer;
+        private static _DefaultKeepDepthUtilityLayer;
+        private _sharedGizmoLight;
+        private _renderCamera;
+        /**
+         * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
+         * @returns the camera that is used when rendering the utility layer
+         */
+        getRenderCamera(): Camera;
+        /**
+         * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
+         * @param cam the camera that should be used when rendering the utility layer
+         */
+        setRenderCamera(cam: Nullable<Camera>): void;
+        /**
+         * @hidden
+         * Light which used by gizmos to get light shading
+         */
+        _getSharedGizmoLight(): HemisphericLight;
+        /**
+         * If the picking should be done on the utility layer prior to the actual scene (Default: true)
+         */
+        pickUtilitySceneFirst: boolean;
+        /**
+         * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
+         */
+        static get DefaultUtilityLayer(): UtilityLayerRenderer;
+        /**
+         * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
+         */
+        static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer;
+        /**
+         * The scene that is rendered on top of the original scene
+         */
+        utilityLayerScene: Scene;
+        /**
+         *  If the utility layer should automatically be rendered on top of existing scene
+        */
+        shouldRender: boolean;
+        /**
+         * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
+         */
+        onlyCheckPointerDownEvents: boolean;
+        /**
+         * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
+         */
+        processAllEvents: boolean;
+        /**
+         * Observable raised when the pointer move from the utility layer scene to the main scene
+         */
+        onPointerOutObservable: Observable<number>;
+        /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
+        mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
+        private _afterRenderObserver;
+        private _sceneDisposeObserver;
+        private _originalPointerObserver;
+        /**
+         * Instantiates a UtilityLayerRenderer
+         * @param originalScene the original scene that will be rendered on top of
+         * @param handleEvents boolean indicating if the utility layer should handle events
+         */
+        constructor(
+        /** the original scene that will be rendered on top of */
+        originalScene: Scene, handleEvents?: boolean);
+        private _notifyObservers;
+        /**
+         * Renders the utility layers scene on top of the original scene
+         */
+        render(): void;
+        /**
+         * Disposes of the renderer
+         */
+        dispose(): void;
+        private _updateCamera;
+    }
+}
 declare module "babylonjs/XR/features/WebXRControllerPointerSelection" {
     import { WebXRSessionManager } from "babylonjs/XR/webXRSessionManager";
     import { WebXRInput } from "babylonjs/XR/webXRInput";
     import { WebXRInputSource } from "babylonjs/XR/webXRInputSource";
+    import { Scene } from "babylonjs/scene";
     import { Nullable } from "babylonjs/types";
     import { Color3 } from "babylonjs/Maths/math.color";
     import { WebXRAbstractFeature } from "babylonjs/XR/features/WebXRAbstractFeature";
@@ -45944,6 +46036,14 @@ declare module "babylonjs/XR/features/WebXRControllerPointerSelection" {
          * Defaults to 1.
          */
         gazeModePointerMovedFactor?: number;
+        /**
+         * Should meshes created here be added to a utility layer or the main scene
+         */
+        useUtilityLayer?: boolean;
+        /**
+         * if provided, this scene will be used to render meshes.
+         */
+        customUtilityLayerScene?: Scene;
     }
     /**
      * A module that will enable pointer selection for motion controllers of XR Input Sources
@@ -46226,6 +46326,7 @@ declare module "babylonjs/XR/features/WebXRControllerTeleportation" {
     import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
     import { Material } from "babylonjs/Materials/material";
     import { WebXRAbstractFeature } from "babylonjs/XR/features/WebXRAbstractFeature";
+    import { Scene } from "babylonjs/scene";
     /**
      * The options container for the teleportation module
      */
@@ -46282,6 +46383,14 @@ declare module "babylonjs/XR/features/WebXRControllerTeleportation" {
          * If main component is used (no thumbstick), how long should the "long press" take before teleporting
          */
         timeToTeleport?: number;
+        /**
+         * Should meshes created here be added to a utility layer or the main scene
+         */
+        useUtilityLayer?: boolean;
+        /**
+         * if provided, this scene will be used to render meshes.
+         */
+        customUtilityLayerScene?: Scene;
     }
     /**
      * This is a teleportation feature to be used with webxr-enabled motion controllers.
@@ -47267,97 +47376,6 @@ declare module "babylonjs/Culling/index" {
     export * from "babylonjs/Culling/Octrees/index";
     export * from "babylonjs/Culling/ray";
 }
-declare module "babylonjs/Rendering/utilityLayerRenderer" {
-    import { IDisposable, Scene } from "babylonjs/scene";
-    import { Nullable } from "babylonjs/types";
-    import { Observable } from "babylonjs/Misc/observable";
-    import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
-    import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
-    import { Camera } from "babylonjs/Cameras/camera";
-    /**
-     * Renders a layer on top of an existing scene
-     */
-    export class UtilityLayerRenderer implements IDisposable {
-        /** the original scene that will be rendered on top of */
-        originalScene: Scene;
-        private _pointerCaptures;
-        private _lastPointerEvents;
-        private static _DefaultUtilityLayer;
-        private static _DefaultKeepDepthUtilityLayer;
-        private _sharedGizmoLight;
-        private _renderCamera;
-        /**
-         * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
-         * @returns the camera that is used when rendering the utility layer
-         */
-        getRenderCamera(): Camera;
-        /**
-         * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
-         * @param cam the camera that should be used when rendering the utility layer
-         */
-        setRenderCamera(cam: Nullable<Camera>): void;
-        /**
-         * @hidden
-         * Light which used by gizmos to get light shading
-         */
-        _getSharedGizmoLight(): HemisphericLight;
-        /**
-         * If the picking should be done on the utility layer prior to the actual scene (Default: true)
-         */
-        pickUtilitySceneFirst: boolean;
-        /**
-         * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
-         */
-        static get DefaultUtilityLayer(): UtilityLayerRenderer;
-        /**
-         * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
-         */
-        static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer;
-        /**
-         * The scene that is rendered on top of the original scene
-         */
-        utilityLayerScene: Scene;
-        /**
-         *  If the utility layer should automatically be rendered on top of existing scene
-        */
-        shouldRender: boolean;
-        /**
-         * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
-         */
-        onlyCheckPointerDownEvents: boolean;
-        /**
-         * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
-         */
-        processAllEvents: boolean;
-        /**
-         * Observable raised when the pointer move from the utility layer scene to the main scene
-         */
-        onPointerOutObservable: Observable<number>;
-        /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
-        mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
-        private _afterRenderObserver;
-        private _sceneDisposeObserver;
-        private _originalPointerObserver;
-        /**
-         * Instantiates a UtilityLayerRenderer
-         * @param originalScene the original scene that will be rendered on top of
-         * @param handleEvents boolean indicating if the utility layer should handle events
-         */
-        constructor(
-        /** the original scene that will be rendered on top of */
-        originalScene: Scene, handleEvents?: boolean);
-        private _notifyObservers;
-        /**
-         * Renders the utility layers scene on top of the original scene
-         */
-        render(): void;
-        /**
-         * Disposes of the renderer
-         */
-        dispose(): void;
-        private _updateCamera;
-    }
-}
 declare module "babylonjs/Gizmos/gizmo" {
     import { Nullable } from "babylonjs/types";
     import { IDisposable } from "babylonjs/scene";
@@ -117310,6 +117328,91 @@ declare module BABYLON {
 }
 declare module BABYLON {
     /**
+     * Renders a layer on top of an existing scene
+     */
+    export class UtilityLayerRenderer implements IDisposable {
+        /** the original scene that will be rendered on top of */
+        originalScene: Scene;
+        private _pointerCaptures;
+        private _lastPointerEvents;
+        private static _DefaultUtilityLayer;
+        private static _DefaultKeepDepthUtilityLayer;
+        private _sharedGizmoLight;
+        private _renderCamera;
+        /**
+         * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
+         * @returns the camera that is used when rendering the utility layer
+         */
+        getRenderCamera(): Camera;
+        /**
+         * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
+         * @param cam the camera that should be used when rendering the utility layer
+         */
+        setRenderCamera(cam: Nullable<Camera>): void;
+        /**
+         * @hidden
+         * Light which used by gizmos to get light shading
+         */
+        _getSharedGizmoLight(): HemisphericLight;
+        /**
+         * If the picking should be done on the utility layer prior to the actual scene (Default: true)
+         */
+        pickUtilitySceneFirst: boolean;
+        /**
+         * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
+         */
+        static get DefaultUtilityLayer(): UtilityLayerRenderer;
+        /**
+         * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
+         */
+        static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer;
+        /**
+         * The scene that is rendered on top of the original scene
+         */
+        utilityLayerScene: Scene;
+        /**
+         *  If the utility layer should automatically be rendered on top of existing scene
+        */
+        shouldRender: boolean;
+        /**
+         * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
+         */
+        onlyCheckPointerDownEvents: boolean;
+        /**
+         * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
+         */
+        processAllEvents: boolean;
+        /**
+         * Observable raised when the pointer move from the utility layer scene to the main scene
+         */
+        onPointerOutObservable: Observable<number>;
+        /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
+        mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
+        private _afterRenderObserver;
+        private _sceneDisposeObserver;
+        private _originalPointerObserver;
+        /**
+         * Instantiates a UtilityLayerRenderer
+         * @param originalScene the original scene that will be rendered on top of
+         * @param handleEvents boolean indicating if the utility layer should handle events
+         */
+        constructor(
+        /** the original scene that will be rendered on top of */
+        originalScene: Scene, handleEvents?: boolean);
+        private _notifyObservers;
+        /**
+         * Renders the utility layers scene on top of the original scene
+         */
+        render(): void;
+        /**
+         * Disposes of the renderer
+         */
+        dispose(): void;
+        private _updateCamera;
+    }
+}
+declare module BABYLON {
+    /**
      * Options interface for the pointer selection module
      */
     export interface IWebXRControllerPointerSelectionOptions {
@@ -117344,6 +117447,14 @@ declare module BABYLON {
          * Defaults to 1.
          */
         gazeModePointerMovedFactor?: number;
+        /**
+         * Should meshes created here be added to a utility layer or the main scene
+         */
+        useUtilityLayer?: boolean;
+        /**
+         * if provided, this scene will be used to render meshes.
+         */
+        customUtilityLayerScene?: Scene;
     }
     /**
      * A module that will enable pointer selection for motion controllers of XR Input Sources
@@ -117666,6 +117777,14 @@ declare module BABYLON {
          * If main component is used (no thumbstick), how long should the "long press" take before teleporting
          */
         timeToTeleport?: number;
+        /**
+         * Should meshes created here be added to a utility layer or the main scene
+         */
+        useUtilityLayer?: boolean;
+        /**
+         * if provided, this scene will be used to render meshes.
+         */
+        customUtilityLayerScene?: Scene;
     }
     /**
      * This is a teleportation feature to be used with webxr-enabled motion controllers.
@@ -118546,91 +118665,6 @@ declare module BABYLON {
 }
 declare module BABYLON {
     /**
-     * Renders a layer on top of an existing scene
-     */
-    export class UtilityLayerRenderer implements IDisposable {
-        /** the original scene that will be rendered on top of */
-        originalScene: Scene;
-        private _pointerCaptures;
-        private _lastPointerEvents;
-        private static _DefaultUtilityLayer;
-        private static _DefaultKeepDepthUtilityLayer;
-        private _sharedGizmoLight;
-        private _renderCamera;
-        /**
-         * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
-         * @returns the camera that is used when rendering the utility layer
-         */
-        getRenderCamera(): Camera;
-        /**
-         * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
-         * @param cam the camera that should be used when rendering the utility layer
-         */
-        setRenderCamera(cam: Nullable<Camera>): void;
-        /**
-         * @hidden
-         * Light which used by gizmos to get light shading
-         */
-        _getSharedGizmoLight(): HemisphericLight;
-        /**
-         * If the picking should be done on the utility layer prior to the actual scene (Default: true)
-         */
-        pickUtilitySceneFirst: boolean;
-        /**
-         * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
-         */
-        static get DefaultUtilityLayer(): UtilityLayerRenderer;
-        /**
-         * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
-         */
-        static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer;
-        /**
-         * The scene that is rendered on top of the original scene
-         */
-        utilityLayerScene: Scene;
-        /**
-         *  If the utility layer should automatically be rendered on top of existing scene
-        */
-        shouldRender: boolean;
-        /**
-         * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
-         */
-        onlyCheckPointerDownEvents: boolean;
-        /**
-         * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
-         */
-        processAllEvents: boolean;
-        /**
-         * Observable raised when the pointer move from the utility layer scene to the main scene
-         */
-        onPointerOutObservable: Observable<number>;
-        /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
-        mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
-        private _afterRenderObserver;
-        private _sceneDisposeObserver;
-        private _originalPointerObserver;
-        /**
-         * Instantiates a UtilityLayerRenderer
-         * @param originalScene the original scene that will be rendered on top of
-         * @param handleEvents boolean indicating if the utility layer should handle events
-         */
-        constructor(
-        /** the original scene that will be rendered on top of */
-        originalScene: Scene, handleEvents?: boolean);
-        private _notifyObservers;
-        /**
-         * Renders the utility layers scene on top of the original scene
-         */
-        render(): void;
-        /**
-         * Disposes of the renderer
-         */
-        dispose(): void;
-        private _updateCamera;
-    }
-}
-declare module BABYLON {
-    /**
      * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
      */
     export class Gizmo implements IDisposable {

+ 102 - 85
dist/preview release/documentation.d.ts

@@ -18753,6 +18753,7 @@ declare module BABYLON {
         /**
          * Parse properties from a JSON object
          * @param serializationObject defines the JSON object
+         * @param scene defines the hosting scene
          */
         parse(serializationObject: any, scene: Scene): void;
     }
@@ -44353,6 +44354,91 @@ declare module BABYLON {
 }
 declare module BABYLON {
     /**
+     * Renders a layer on top of an existing scene
+     */
+    export class UtilityLayerRenderer implements IDisposable {
+        /** the original scene that will be rendered on top of */
+        originalScene: Scene;
+        private _pointerCaptures;
+        private _lastPointerEvents;
+        private static _DefaultUtilityLayer;
+        private static _DefaultKeepDepthUtilityLayer;
+        private _sharedGizmoLight;
+        private _renderCamera;
+        /**
+         * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
+         * @returns the camera that is used when rendering the utility layer
+         */
+        getRenderCamera(): Camera;
+        /**
+         * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
+         * @param cam the camera that should be used when rendering the utility layer
+         */
+        setRenderCamera(cam: Nullable<Camera>): void;
+        /**
+         * @hidden
+         * Light which used by gizmos to get light shading
+         */
+        _getSharedGizmoLight(): HemisphericLight;
+        /**
+         * If the picking should be done on the utility layer prior to the actual scene (Default: true)
+         */
+        pickUtilitySceneFirst: boolean;
+        /**
+         * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
+         */
+        static get DefaultUtilityLayer(): UtilityLayerRenderer;
+        /**
+         * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
+         */
+        static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer;
+        /**
+         * The scene that is rendered on top of the original scene
+         */
+        utilityLayerScene: Scene;
+        /**
+         *  If the utility layer should automatically be rendered on top of existing scene
+        */
+        shouldRender: boolean;
+        /**
+         * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
+         */
+        onlyCheckPointerDownEvents: boolean;
+        /**
+         * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
+         */
+        processAllEvents: boolean;
+        /**
+         * Observable raised when the pointer move from the utility layer scene to the main scene
+         */
+        onPointerOutObservable: Observable<number>;
+        /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
+        mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
+        private _afterRenderObserver;
+        private _sceneDisposeObserver;
+        private _originalPointerObserver;
+        /**
+         * Instantiates a UtilityLayerRenderer
+         * @param originalScene the original scene that will be rendered on top of
+         * @param handleEvents boolean indicating if the utility layer should handle events
+         */
+        constructor(
+        /** the original scene that will be rendered on top of */
+        originalScene: Scene, handleEvents?: boolean);
+        private _notifyObservers;
+        /**
+         * Renders the utility layers scene on top of the original scene
+         */
+        render(): void;
+        /**
+         * Disposes of the renderer
+         */
+        dispose(): void;
+        private _updateCamera;
+    }
+}
+declare module BABYLON {
+    /**
      * Options interface for the pointer selection module
      */
     export interface IWebXRControllerPointerSelectionOptions {
@@ -44387,6 +44473,14 @@ declare module BABYLON {
          * Defaults to 1.
          */
         gazeModePointerMovedFactor?: number;
+        /**
+         * Should meshes created here be added to a utility layer or the main scene
+         */
+        useUtilityLayer?: boolean;
+        /**
+         * if provided, this scene will be used to render meshes.
+         */
+        customUtilityLayerScene?: Scene;
     }
     /**
      * A module that will enable pointer selection for motion controllers of XR Input Sources
@@ -44709,6 +44803,14 @@ declare module BABYLON {
          * If main component is used (no thumbstick), how long should the "long press" take before teleporting
          */
         timeToTeleport?: number;
+        /**
+         * Should meshes created here be added to a utility layer or the main scene
+         */
+        useUtilityLayer?: boolean;
+        /**
+         * if provided, this scene will be used to render meshes.
+         */
+        customUtilityLayerScene?: Scene;
     }
     /**
      * This is a teleportation feature to be used with webxr-enabled motion controllers.
@@ -45589,91 +45691,6 @@ declare module BABYLON {
 }
 declare module BABYLON {
     /**
-     * Renders a layer on top of an existing scene
-     */
-    export class UtilityLayerRenderer implements IDisposable {
-        /** the original scene that will be rendered on top of */
-        originalScene: Scene;
-        private _pointerCaptures;
-        private _lastPointerEvents;
-        private static _DefaultUtilityLayer;
-        private static _DefaultKeepDepthUtilityLayer;
-        private _sharedGizmoLight;
-        private _renderCamera;
-        /**
-         * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
-         * @returns the camera that is used when rendering the utility layer
-         */
-        getRenderCamera(): Camera;
-        /**
-         * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
-         * @param cam the camera that should be used when rendering the utility layer
-         */
-        setRenderCamera(cam: Nullable<Camera>): void;
-        /**
-         * @hidden
-         * Light which used by gizmos to get light shading
-         */
-        _getSharedGizmoLight(): HemisphericLight;
-        /**
-         * If the picking should be done on the utility layer prior to the actual scene (Default: true)
-         */
-        pickUtilitySceneFirst: boolean;
-        /**
-         * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
-         */
-        static get DefaultUtilityLayer(): UtilityLayerRenderer;
-        /**
-         * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
-         */
-        static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer;
-        /**
-         * The scene that is rendered on top of the original scene
-         */
-        utilityLayerScene: Scene;
-        /**
-         *  If the utility layer should automatically be rendered on top of existing scene
-        */
-        shouldRender: boolean;
-        /**
-         * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
-         */
-        onlyCheckPointerDownEvents: boolean;
-        /**
-         * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
-         */
-        processAllEvents: boolean;
-        /**
-         * Observable raised when the pointer move from the utility layer scene to the main scene
-         */
-        onPointerOutObservable: Observable<number>;
-        /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
-        mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
-        private _afterRenderObserver;
-        private _sceneDisposeObserver;
-        private _originalPointerObserver;
-        /**
-         * Instantiates a UtilityLayerRenderer
-         * @param originalScene the original scene that will be rendered on top of
-         * @param handleEvents boolean indicating if the utility layer should handle events
-         */
-        constructor(
-        /** the original scene that will be rendered on top of */
-        originalScene: Scene, handleEvents?: boolean);
-        private _notifyObservers;
-        /**
-         * Renders the utility layers scene on top of the original scene
-         */
-        render(): void;
-        /**
-         * Disposes of the renderer
-         */
-        dispose(): void;
-        private _updateCamera;
-    }
-}
-declare module BABYLON {
-    /**
      * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
      */
     export class Gizmo implements IDisposable {

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


+ 1 - 1
dist/preview release/inspector/babylon.inspector.bundle.max.js

@@ -45663,7 +45663,7 @@ var PBRMaterialPropertyGridComponent = /** @class */ (function (_super) {
                 react__WEBPACK_IMPORTED_MODULE_1__["createElement"](_lines_sliderLineComponent__WEBPACK_IMPORTED_MODULE_7__["SliderLineComponent"], { label: "Micro-surface", target: material, propertyName: "microSurface", minimum: 0, maximum: 1, step: 0.01, onPropertyChangedObservable: this.props.onPropertyChangedObservable }),
                 react__WEBPACK_IMPORTED_MODULE_1__["createElement"](_lines_color3LineComponent__WEBPACK_IMPORTED_MODULE_4__["Color3LineComponent"], { label: "Emissive", target: material, propertyName: "emissiveColor", onPropertyChangedObservable: this.props.onPropertyChangedObservable }),
                 react__WEBPACK_IMPORTED_MODULE_1__["createElement"](_lines_color3LineComponent__WEBPACK_IMPORTED_MODULE_4__["Color3LineComponent"], { label: "Ambient", target: material, propertyName: "ambientColor", onPropertyChangedObservable: this.props.onPropertyChangedObservable }),
-                react__WEBPACK_IMPORTED_MODULE_1__["createElement"](_lines_checkBoxLineComponent__WEBPACK_IMPORTED_MODULE_5__["CheckBoxLineComponent"], { label: "Use physical light falloff", target: material, propertyName: "usePhysicalLightFalloff ", onPropertyChangedObservable: this.props.onPropertyChangedObservable })),
+                react__WEBPACK_IMPORTED_MODULE_1__["createElement"](_lines_checkBoxLineComponent__WEBPACK_IMPORTED_MODULE_5__["CheckBoxLineComponent"], { label: "Use physical light falloff", target: material, propertyName: "usePhysicalLightFalloff", onPropertyChangedObservable: this.props.onPropertyChangedObservable })),
             react__WEBPACK_IMPORTED_MODULE_1__["createElement"](_lineContainerComponent__WEBPACK_IMPORTED_MODULE_3__["LineContainerComponent"], { globalState: this.props.globalState, title: "METALLIC WORKFLOW" },
                 react__WEBPACK_IMPORTED_MODULE_1__["createElement"](_lines_sliderLineComponent__WEBPACK_IMPORTED_MODULE_7__["SliderLineComponent"], { label: "Metallic", target: material, propertyName: "metallic", minimum: 0, maximum: 1, step: 0.01, onPropertyChangedObservable: this.props.onPropertyChangedObservable }),
                 react__WEBPACK_IMPORTED_MODULE_1__["createElement"](_lines_sliderLineComponent__WEBPACK_IMPORTED_MODULE_7__["SliderLineComponent"], { label: "Metallic F0", target: material, propertyName: "metallicF0Factor", minimum: 0, maximum: 1, step: 0.01, onPropertyChangedObservable: this.props.onPropertyChangedObservable }),

A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 1 - 1
dist/preview release/inspector/babylon.inspector.bundle.max.js.map


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


+ 2 - 2
dist/preview release/nodeEditor/babylon.nodeEditor.max.js

@@ -54605,7 +54605,7 @@ var GraphFrame = /** @class */ (function () {
             return this._comments;
         },
         set: function (comments) {
-            if (comments.length > 0) {
+            if (comments && comments.length > 0) {
                 this.element.style.gridTemplateRows = "40px 40px calc(100% - 80px)";
                 this._borderElement.style.gridRow = "1 / span 3";
                 this._portContainer.style.gridRow = "3";
@@ -54614,9 +54614,9 @@ var GraphFrame = /** @class */ (function () {
                 this._commentsElement.style.gridColumn = "1";
                 this._commentsElement.style.paddingLeft = "10px";
                 this._commentsElement.style.fontStyle = "italic";
+                this._commentsElement.innerText = comments;
             }
             this._comments = comments;
-            this._commentsElement.innerText = comments;
         },
         enumerable: true,
         configurable: true

A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 1 - 1
dist/preview release/nodeEditor/babylon.nodeEditor.max.js.map


+ 210 - 176
dist/preview release/viewer/babylon.module.d.ts

@@ -45902,10 +45902,102 @@ declare module "babylonjs/XR/features/WebXRAbstractFeature" {
         protected _addNewAttachObserver<T>(observable: Observable<T>, callback: (eventData: T, eventState: EventState) => void): void;
     }
 }
+declare module "babylonjs/Rendering/utilityLayerRenderer" {
+    import { IDisposable, Scene } from "babylonjs/scene";
+    import { Nullable } from "babylonjs/types";
+    import { Observable } from "babylonjs/Misc/observable";
+    import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
+    import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
+    import { Camera } from "babylonjs/Cameras/camera";
+    /**
+     * Renders a layer on top of an existing scene
+     */
+    export class UtilityLayerRenderer implements IDisposable {
+        /** the original scene that will be rendered on top of */
+        originalScene: Scene;
+        private _pointerCaptures;
+        private _lastPointerEvents;
+        private static _DefaultUtilityLayer;
+        private static _DefaultKeepDepthUtilityLayer;
+        private _sharedGizmoLight;
+        private _renderCamera;
+        /**
+         * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
+         * @returns the camera that is used when rendering the utility layer
+         */
+        getRenderCamera(): Camera;
+        /**
+         * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
+         * @param cam the camera that should be used when rendering the utility layer
+         */
+        setRenderCamera(cam: Nullable<Camera>): void;
+        /**
+         * @hidden
+         * Light which used by gizmos to get light shading
+         */
+        _getSharedGizmoLight(): HemisphericLight;
+        /**
+         * If the picking should be done on the utility layer prior to the actual scene (Default: true)
+         */
+        pickUtilitySceneFirst: boolean;
+        /**
+         * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
+         */
+        static get DefaultUtilityLayer(): UtilityLayerRenderer;
+        /**
+         * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
+         */
+        static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer;
+        /**
+         * The scene that is rendered on top of the original scene
+         */
+        utilityLayerScene: Scene;
+        /**
+         *  If the utility layer should automatically be rendered on top of existing scene
+        */
+        shouldRender: boolean;
+        /**
+         * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
+         */
+        onlyCheckPointerDownEvents: boolean;
+        /**
+         * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
+         */
+        processAllEvents: boolean;
+        /**
+         * Observable raised when the pointer move from the utility layer scene to the main scene
+         */
+        onPointerOutObservable: Observable<number>;
+        /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
+        mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
+        private _afterRenderObserver;
+        private _sceneDisposeObserver;
+        private _originalPointerObserver;
+        /**
+         * Instantiates a UtilityLayerRenderer
+         * @param originalScene the original scene that will be rendered on top of
+         * @param handleEvents boolean indicating if the utility layer should handle events
+         */
+        constructor(
+        /** the original scene that will be rendered on top of */
+        originalScene: Scene, handleEvents?: boolean);
+        private _notifyObservers;
+        /**
+         * Renders the utility layers scene on top of the original scene
+         */
+        render(): void;
+        /**
+         * Disposes of the renderer
+         */
+        dispose(): void;
+        private _updateCamera;
+    }
+}
 declare module "babylonjs/XR/features/WebXRControllerPointerSelection" {
     import { WebXRSessionManager } from "babylonjs/XR/webXRSessionManager";
     import { WebXRInput } from "babylonjs/XR/webXRInput";
     import { WebXRInputSource } from "babylonjs/XR/webXRInputSource";
+    import { Scene } from "babylonjs/scene";
     import { Nullable } from "babylonjs/types";
     import { Color3 } from "babylonjs/Maths/math.color";
     import { WebXRAbstractFeature } from "babylonjs/XR/features/WebXRAbstractFeature";
@@ -45944,6 +46036,14 @@ declare module "babylonjs/XR/features/WebXRControllerPointerSelection" {
          * Defaults to 1.
          */
         gazeModePointerMovedFactor?: number;
+        /**
+         * Should meshes created here be added to a utility layer or the main scene
+         */
+        useUtilityLayer?: boolean;
+        /**
+         * if provided, this scene will be used to render meshes.
+         */
+        customUtilityLayerScene?: Scene;
     }
     /**
      * A module that will enable pointer selection for motion controllers of XR Input Sources
@@ -46226,6 +46326,7 @@ declare module "babylonjs/XR/features/WebXRControllerTeleportation" {
     import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
     import { Material } from "babylonjs/Materials/material";
     import { WebXRAbstractFeature } from "babylonjs/XR/features/WebXRAbstractFeature";
+    import { Scene } from "babylonjs/scene";
     /**
      * The options container for the teleportation module
      */
@@ -46282,6 +46383,14 @@ declare module "babylonjs/XR/features/WebXRControllerTeleportation" {
          * If main component is used (no thumbstick), how long should the "long press" take before teleporting
          */
         timeToTeleport?: number;
+        /**
+         * Should meshes created here be added to a utility layer or the main scene
+         */
+        useUtilityLayer?: boolean;
+        /**
+         * if provided, this scene will be used to render meshes.
+         */
+        customUtilityLayerScene?: Scene;
     }
     /**
      * This is a teleportation feature to be used with webxr-enabled motion controllers.
@@ -47267,97 +47376,6 @@ declare module "babylonjs/Culling/index" {
     export * from "babylonjs/Culling/Octrees/index";
     export * from "babylonjs/Culling/ray";
 }
-declare module "babylonjs/Rendering/utilityLayerRenderer" {
-    import { IDisposable, Scene } from "babylonjs/scene";
-    import { Nullable } from "babylonjs/types";
-    import { Observable } from "babylonjs/Misc/observable";
-    import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
-    import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
-    import { Camera } from "babylonjs/Cameras/camera";
-    /**
-     * Renders a layer on top of an existing scene
-     */
-    export class UtilityLayerRenderer implements IDisposable {
-        /** the original scene that will be rendered on top of */
-        originalScene: Scene;
-        private _pointerCaptures;
-        private _lastPointerEvents;
-        private static _DefaultUtilityLayer;
-        private static _DefaultKeepDepthUtilityLayer;
-        private _sharedGizmoLight;
-        private _renderCamera;
-        /**
-         * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
-         * @returns the camera that is used when rendering the utility layer
-         */
-        getRenderCamera(): Camera;
-        /**
-         * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
-         * @param cam the camera that should be used when rendering the utility layer
-         */
-        setRenderCamera(cam: Nullable<Camera>): void;
-        /**
-         * @hidden
-         * Light which used by gizmos to get light shading
-         */
-        _getSharedGizmoLight(): HemisphericLight;
-        /**
-         * If the picking should be done on the utility layer prior to the actual scene (Default: true)
-         */
-        pickUtilitySceneFirst: boolean;
-        /**
-         * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
-         */
-        static get DefaultUtilityLayer(): UtilityLayerRenderer;
-        /**
-         * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
-         */
-        static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer;
-        /**
-         * The scene that is rendered on top of the original scene
-         */
-        utilityLayerScene: Scene;
-        /**
-         *  If the utility layer should automatically be rendered on top of existing scene
-        */
-        shouldRender: boolean;
-        /**
-         * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
-         */
-        onlyCheckPointerDownEvents: boolean;
-        /**
-         * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
-         */
-        processAllEvents: boolean;
-        /**
-         * Observable raised when the pointer move from the utility layer scene to the main scene
-         */
-        onPointerOutObservable: Observable<number>;
-        /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
-        mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
-        private _afterRenderObserver;
-        private _sceneDisposeObserver;
-        private _originalPointerObserver;
-        /**
-         * Instantiates a UtilityLayerRenderer
-         * @param originalScene the original scene that will be rendered on top of
-         * @param handleEvents boolean indicating if the utility layer should handle events
-         */
-        constructor(
-        /** the original scene that will be rendered on top of */
-        originalScene: Scene, handleEvents?: boolean);
-        private _notifyObservers;
-        /**
-         * Renders the utility layers scene on top of the original scene
-         */
-        render(): void;
-        /**
-         * Disposes of the renderer
-         */
-        dispose(): void;
-        private _updateCamera;
-    }
-}
 declare module "babylonjs/Gizmos/gizmo" {
     import { Nullable } from "babylonjs/types";
     import { IDisposable } from "babylonjs/scene";
@@ -117310,6 +117328,91 @@ declare module BABYLON {
 }
 declare module BABYLON {
     /**
+     * Renders a layer on top of an existing scene
+     */
+    export class UtilityLayerRenderer implements IDisposable {
+        /** the original scene that will be rendered on top of */
+        originalScene: Scene;
+        private _pointerCaptures;
+        private _lastPointerEvents;
+        private static _DefaultUtilityLayer;
+        private static _DefaultKeepDepthUtilityLayer;
+        private _sharedGizmoLight;
+        private _renderCamera;
+        /**
+         * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
+         * @returns the camera that is used when rendering the utility layer
+         */
+        getRenderCamera(): Camera;
+        /**
+         * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
+         * @param cam the camera that should be used when rendering the utility layer
+         */
+        setRenderCamera(cam: Nullable<Camera>): void;
+        /**
+         * @hidden
+         * Light which used by gizmos to get light shading
+         */
+        _getSharedGizmoLight(): HemisphericLight;
+        /**
+         * If the picking should be done on the utility layer prior to the actual scene (Default: true)
+         */
+        pickUtilitySceneFirst: boolean;
+        /**
+         * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
+         */
+        static get DefaultUtilityLayer(): UtilityLayerRenderer;
+        /**
+         * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
+         */
+        static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer;
+        /**
+         * The scene that is rendered on top of the original scene
+         */
+        utilityLayerScene: Scene;
+        /**
+         *  If the utility layer should automatically be rendered on top of existing scene
+        */
+        shouldRender: boolean;
+        /**
+         * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
+         */
+        onlyCheckPointerDownEvents: boolean;
+        /**
+         * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
+         */
+        processAllEvents: boolean;
+        /**
+         * Observable raised when the pointer move from the utility layer scene to the main scene
+         */
+        onPointerOutObservable: Observable<number>;
+        /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
+        mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
+        private _afterRenderObserver;
+        private _sceneDisposeObserver;
+        private _originalPointerObserver;
+        /**
+         * Instantiates a UtilityLayerRenderer
+         * @param originalScene the original scene that will be rendered on top of
+         * @param handleEvents boolean indicating if the utility layer should handle events
+         */
+        constructor(
+        /** the original scene that will be rendered on top of */
+        originalScene: Scene, handleEvents?: boolean);
+        private _notifyObservers;
+        /**
+         * Renders the utility layers scene on top of the original scene
+         */
+        render(): void;
+        /**
+         * Disposes of the renderer
+         */
+        dispose(): void;
+        private _updateCamera;
+    }
+}
+declare module BABYLON {
+    /**
      * Options interface for the pointer selection module
      */
     export interface IWebXRControllerPointerSelectionOptions {
@@ -117344,6 +117447,14 @@ declare module BABYLON {
          * Defaults to 1.
          */
         gazeModePointerMovedFactor?: number;
+        /**
+         * Should meshes created here be added to a utility layer or the main scene
+         */
+        useUtilityLayer?: boolean;
+        /**
+         * if provided, this scene will be used to render meshes.
+         */
+        customUtilityLayerScene?: Scene;
     }
     /**
      * A module that will enable pointer selection for motion controllers of XR Input Sources
@@ -117666,6 +117777,14 @@ declare module BABYLON {
          * If main component is used (no thumbstick), how long should the "long press" take before teleporting
          */
         timeToTeleport?: number;
+        /**
+         * Should meshes created here be added to a utility layer or the main scene
+         */
+        useUtilityLayer?: boolean;
+        /**
+         * if provided, this scene will be used to render meshes.
+         */
+        customUtilityLayerScene?: Scene;
     }
     /**
      * This is a teleportation feature to be used with webxr-enabled motion controllers.
@@ -118546,91 +118665,6 @@ declare module BABYLON {
 }
 declare module BABYLON {
     /**
-     * Renders a layer on top of an existing scene
-     */
-    export class UtilityLayerRenderer implements IDisposable {
-        /** the original scene that will be rendered on top of */
-        originalScene: Scene;
-        private _pointerCaptures;
-        private _lastPointerEvents;
-        private static _DefaultUtilityLayer;
-        private static _DefaultKeepDepthUtilityLayer;
-        private _sharedGizmoLight;
-        private _renderCamera;
-        /**
-         * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
-         * @returns the camera that is used when rendering the utility layer
-         */
-        getRenderCamera(): Camera;
-        /**
-         * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
-         * @param cam the camera that should be used when rendering the utility layer
-         */
-        setRenderCamera(cam: Nullable<Camera>): void;
-        /**
-         * @hidden
-         * Light which used by gizmos to get light shading
-         */
-        _getSharedGizmoLight(): HemisphericLight;
-        /**
-         * If the picking should be done on the utility layer prior to the actual scene (Default: true)
-         */
-        pickUtilitySceneFirst: boolean;
-        /**
-         * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
-         */
-        static get DefaultUtilityLayer(): UtilityLayerRenderer;
-        /**
-         * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
-         */
-        static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer;
-        /**
-         * The scene that is rendered on top of the original scene
-         */
-        utilityLayerScene: Scene;
-        /**
-         *  If the utility layer should automatically be rendered on top of existing scene
-        */
-        shouldRender: boolean;
-        /**
-         * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
-         */
-        onlyCheckPointerDownEvents: boolean;
-        /**
-         * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
-         */
-        processAllEvents: boolean;
-        /**
-         * Observable raised when the pointer move from the utility layer scene to the main scene
-         */
-        onPointerOutObservable: Observable<number>;
-        /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
-        mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
-        private _afterRenderObserver;
-        private _sceneDisposeObserver;
-        private _originalPointerObserver;
-        /**
-         * Instantiates a UtilityLayerRenderer
-         * @param originalScene the original scene that will be rendered on top of
-         * @param handleEvents boolean indicating if the utility layer should handle events
-         */
-        constructor(
-        /** the original scene that will be rendered on top of */
-        originalScene: Scene, handleEvents?: boolean);
-        private _notifyObservers;
-        /**
-         * Renders the utility layers scene on top of the original scene
-         */
-        render(): void;
-        /**
-         * Disposes of the renderer
-         */
-        dispose(): void;
-        private _updateCamera;
-    }
-}
-declare module BABYLON {
-    /**
      * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
      */
     export class Gizmo implements IDisposable {

A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 6 - 6
dist/preview release/viewer/babylon.viewer.js


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