David Catuhe 9 years ago
parent
commit
e038447c1a

File diff suppressed because it is too large
+ 8 - 8
dist/preview release/babylon.core.js


+ 378 - 378
dist/preview release/babylon.d.ts

@@ -1573,184 +1573,6 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class Analyser {
-        SMOOTHING: number;
-        FFT_SIZE: number;
-        BARGRAPHAMPLITUDE: number;
-        DEBUGCANVASPOS: {
-            x: number;
-            y: number;
-        };
-        DEBUGCANVASSIZE: {
-            width: number;
-            height: number;
-        };
-        private _byteFreqs;
-        private _byteTime;
-        private _floatFreqs;
-        private _webAudioAnalyser;
-        private _debugCanvas;
-        private _debugCanvasContext;
-        private _scene;
-        private _registerFunc;
-        private _audioEngine;
-        constructor(scene: Scene);
-        getFrequencyBinCount(): number;
-        getByteFrequencyData(): Uint8Array;
-        getByteTimeDomainData(): Uint8Array;
-        getFloatFrequencyData(): Uint8Array;
-        drawDebugCanvas(): void;
-        stopDebugCanvas(): void;
-        connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class AudioEngine {
-        private _audioContext;
-        private _audioContextInitialized;
-        canUseWebAudio: boolean;
-        masterGain: GainNode;
-        private _connectedAnalyser;
-        WarnedWebAudioUnsupported: boolean;
-        unlocked: boolean;
-        onAudioUnlocked: () => any;
-        audioContext: AudioContext;
-        constructor();
-        private _unlockiOSaudio();
-        private _initializeAudioContext();
-        dispose(): void;
-        getGlobalVolume(): number;
-        setGlobalVolume(newVolume: number): void;
-        connectToAnalyser(analyser: Analyser): void;
-    }
-}
-
-declare module BABYLON {
-    class Sound {
-        name: string;
-        autoplay: boolean;
-        loop: boolean;
-        useCustomAttenuation: boolean;
-        soundTrackId: number;
-        spatialSound: boolean;
-        refDistance: number;
-        rolloffFactor: number;
-        maxDistance: number;
-        distanceModel: string;
-        private _panningModel;
-        onended: () => any;
-        private _playbackRate;
-        private _streaming;
-        private _startTime;
-        private _startOffset;
-        private _position;
-        private _localDirection;
-        private _volume;
-        private _isLoaded;
-        private _isReadyToPlay;
-        isPlaying: boolean;
-        isPaused: boolean;
-        private _isDirectional;
-        private _readyToPlayCallback;
-        private _audioBuffer;
-        private _soundSource;
-        private _streamingSource;
-        private _soundPanner;
-        private _soundGain;
-        private _inputAudioNode;
-        private _ouputAudioNode;
-        private _coneInnerAngle;
-        private _coneOuterAngle;
-        private _coneOuterGain;
-        private _scene;
-        private _connectedMesh;
-        private _customAttenuationFunction;
-        private _registerFunc;
-        private _isOutputConnected;
-        private _htmlAudioElement;
-        /**
-        * Create a sound and attach it to a scene
-        * @param name Name of your sound
-        * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
-        * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
-        * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
-        */
-        constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
-        dispose(): void;
-        private _soundLoaded(audioData);
-        setAudioBuffer(audioBuffer: AudioBuffer): void;
-        updateOptions(options: any): void;
-        private _createSpatialParameters();
-        private _updateSpatialParameters();
-        switchPanningModelToHRTF(): void;
-        switchPanningModelToEqualPower(): void;
-        private _switchPanningModel();
-        connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
-        /**
-        * Transform this sound into a directional source
-        * @param coneInnerAngle Size of the inner cone in degree
-        * @param coneOuterAngle Size of the outer cone in degree
-        * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
-        */
-        setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
-        setPosition(newPosition: Vector3): void;
-        setLocalDirectionToMesh(newLocalDirection: Vector3): void;
-        private _updateDirection();
-        updateDistanceFromListener(): void;
-        setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
-        /**
-        * Play the sound
-        * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
-        * @param offset (optional) Start the sound setting it at a specific time
-        */
-        play(time?: number, offset?: number): void;
-        private _onended();
-        /**
-        * Stop the sound
-        * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
-        */
-        stop(time?: number): void;
-        pause(): void;
-        setVolume(newVolume: number, time?: number): void;
-        setPlaybackRate(newPlaybackRate: number): void;
-        getVolume(): number;
-        attachToMesh(meshToConnectTo: AbstractMesh): void;
-        detachFromMesh(): void;
-        private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
-        clone(): Sound;
-        getAudioBuffer(): AudioBuffer;
-        serialize(): any;
-        static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
-    }
-}
-
-declare module BABYLON {
-    class SoundTrack {
-        private _outputAudioNode;
-        private _inputAudioNode;
-        private _trackConvolver;
-        private _scene;
-        id: number;
-        soundCollection: Array<Sound>;
-        private _isMainTrack;
-        private _connectedAnalyser;
-        private _options;
-        private _isInitialized;
-        constructor(scene: Scene, options?: any);
-        private _initializeSoundTrackAudioGraph();
-        dispose(): void;
-        AddSound(sound: Sound): void;
-        RemoveSound(sound: Sound): void;
-        setVolume(newVolume: number): void;
-        switchPanningModelToHRTF(): void;
-        switchPanningModelToEqualPower(): void;
-        connectToAnalyser(analyser: Analyser): void;
-    }
-}
-
-declare module BABYLON {
     class Animatable {
     class Animatable {
         target: any;
         target: any;
         fromFrame: number;
         fromFrame: number;
@@ -1978,6 +1800,184 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
+    class Analyser {
+        SMOOTHING: number;
+        FFT_SIZE: number;
+        BARGRAPHAMPLITUDE: number;
+        DEBUGCANVASPOS: {
+            x: number;
+            y: number;
+        };
+        DEBUGCANVASSIZE: {
+            width: number;
+            height: number;
+        };
+        private _byteFreqs;
+        private _byteTime;
+        private _floatFreqs;
+        private _webAudioAnalyser;
+        private _debugCanvas;
+        private _debugCanvasContext;
+        private _scene;
+        private _registerFunc;
+        private _audioEngine;
+        constructor(scene: Scene);
+        getFrequencyBinCount(): number;
+        getByteFrequencyData(): Uint8Array;
+        getByteTimeDomainData(): Uint8Array;
+        getFloatFrequencyData(): Uint8Array;
+        drawDebugCanvas(): void;
+        stopDebugCanvas(): void;
+        connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class AudioEngine {
+        private _audioContext;
+        private _audioContextInitialized;
+        canUseWebAudio: boolean;
+        masterGain: GainNode;
+        private _connectedAnalyser;
+        WarnedWebAudioUnsupported: boolean;
+        unlocked: boolean;
+        onAudioUnlocked: () => any;
+        audioContext: AudioContext;
+        constructor();
+        private _unlockiOSaudio();
+        private _initializeAudioContext();
+        dispose(): void;
+        getGlobalVolume(): number;
+        setGlobalVolume(newVolume: number): void;
+        connectToAnalyser(analyser: Analyser): void;
+    }
+}
+
+declare module BABYLON {
+    class Sound {
+        name: string;
+        autoplay: boolean;
+        loop: boolean;
+        useCustomAttenuation: boolean;
+        soundTrackId: number;
+        spatialSound: boolean;
+        refDistance: number;
+        rolloffFactor: number;
+        maxDistance: number;
+        distanceModel: string;
+        private _panningModel;
+        onended: () => any;
+        private _playbackRate;
+        private _streaming;
+        private _startTime;
+        private _startOffset;
+        private _position;
+        private _localDirection;
+        private _volume;
+        private _isLoaded;
+        private _isReadyToPlay;
+        isPlaying: boolean;
+        isPaused: boolean;
+        private _isDirectional;
+        private _readyToPlayCallback;
+        private _audioBuffer;
+        private _soundSource;
+        private _streamingSource;
+        private _soundPanner;
+        private _soundGain;
+        private _inputAudioNode;
+        private _ouputAudioNode;
+        private _coneInnerAngle;
+        private _coneOuterAngle;
+        private _coneOuterGain;
+        private _scene;
+        private _connectedMesh;
+        private _customAttenuationFunction;
+        private _registerFunc;
+        private _isOutputConnected;
+        private _htmlAudioElement;
+        /**
+        * Create a sound and attach it to a scene
+        * @param name Name of your sound
+        * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
+        * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
+        * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
+        */
+        constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
+        dispose(): void;
+        private _soundLoaded(audioData);
+        setAudioBuffer(audioBuffer: AudioBuffer): void;
+        updateOptions(options: any): void;
+        private _createSpatialParameters();
+        private _updateSpatialParameters();
+        switchPanningModelToHRTF(): void;
+        switchPanningModelToEqualPower(): void;
+        private _switchPanningModel();
+        connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
+        /**
+        * Transform this sound into a directional source
+        * @param coneInnerAngle Size of the inner cone in degree
+        * @param coneOuterAngle Size of the outer cone in degree
+        * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
+        */
+        setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
+        setPosition(newPosition: Vector3): void;
+        setLocalDirectionToMesh(newLocalDirection: Vector3): void;
+        private _updateDirection();
+        updateDistanceFromListener(): void;
+        setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
+        /**
+        * Play the sound
+        * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
+        * @param offset (optional) Start the sound setting it at a specific time
+        */
+        play(time?: number, offset?: number): void;
+        private _onended();
+        /**
+        * Stop the sound
+        * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
+        */
+        stop(time?: number): void;
+        pause(): void;
+        setVolume(newVolume: number, time?: number): void;
+        setPlaybackRate(newPlaybackRate: number): void;
+        getVolume(): number;
+        attachToMesh(meshToConnectTo: AbstractMesh): void;
+        detachFromMesh(): void;
+        private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
+        clone(): Sound;
+        getAudioBuffer(): AudioBuffer;
+        serialize(): any;
+        static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
+    }
+}
+
+declare module BABYLON {
+    class SoundTrack {
+        private _outputAudioNode;
+        private _inputAudioNode;
+        private _trackConvolver;
+        private _scene;
+        id: number;
+        soundCollection: Array<Sound>;
+        private _isMainTrack;
+        private _connectedAnalyser;
+        private _options;
+        private _isInitialized;
+        constructor(scene: Scene, options?: any);
+        private _initializeSoundTrackAudioGraph();
+        dispose(): void;
+        AddSound(sound: Sound): void;
+        RemoveSound(sound: Sound): void;
+        setVolume(newVolume: number): void;
+        switchPanningModelToHRTF(): void;
+        switchPanningModelToEqualPower(): void;
+        connectToAnalyser(analyser: Analyser): void;
+    }
+}
+
+declare module BABYLON {
     class Bone extends Node {
     class Bone extends Node {
         name: string;
         name: string;
         children: Bone[];
         children: Bone[];
@@ -5327,148 +5327,42 @@ declare module BABYLON {
             marginRight?: number | string;
             marginRight?: number | string;
             marginBottom?: number | string;
             marginBottom?: number | string;
             margin?: number | string;
             margin?: number | string;
-            marginHAlignment?: number;
-            marginVAlignment?: number;
-            marginAlignment?: string;
-            paddingTop?: number | string;
-            paddingLeft?: number | string;
-            paddingRight?: number | string;
-            paddingBottom?: number | string;
-            padding?: string;
-        });
-        protected levelIntersect(intersectInfo: IntersectInfo2D): boolean;
-        protected createModelRenderCache(modelKey: string): ModelRenderCache;
-        protected setupModelRenderCache(modelRenderCache: ModelRenderCache): Text2DRenderCache;
-        protected createInstanceDataParts(): InstanceDataBase[];
-        protected beforeRefreshForLayoutConstruction(part: InstanceDataBase): any;
-        protected afterRefreshForLayoutConstruction(part: InstanceDataBase, obj: any): void;
-        protected refreshInstanceDataPart(part: InstanceDataBase): boolean;
-        private _updateCharCount();
-        private _fontTexture;
-        private _tabulationSize;
-        private _charCount;
-        private _fontName;
-        private _fontSuperSample;
-        private _defaultFontColor;
-        private _text;
-        private _textSize;
-    }
-}
-
-declare module BABYLON {
-    /**
-     * This is the class that is used to display a World Space Canvas into a 3D scene
-     */
-    class WorldSpaceCanvas2DNode extends Mesh {
-        constructor(name: string, scene: Scene, canvas: Canvas2D);
-        dispose(): void;
-        private _canvas;
-    }
-}
-
-declare module BABYLON {
-    class BoundingBox implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        vectors: Vector3[];
-        center: Vector3;
-        extendSize: Vector3;
-        directions: Vector3[];
-        vectorsWorld: Vector3[];
-        minimumWorld: Vector3;
-        maximumWorld: Vector3;
-        private _worldMatrix;
-        constructor(minimum: Vector3, maximum: Vector3);
-        getWorldMatrix(): Matrix;
-        setWorldMatrix(matrix: Matrix): BoundingBox;
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsMinMax(min: Vector3, max: Vector3): boolean;
-        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
-        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
-        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
-        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
-    }
-}
-
-declare module BABYLON {
-    interface ICullable {
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-    }
-    class BoundingInfo implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        boundingBox: BoundingBox;
-        boundingSphere: BoundingSphere;
-        private _isLocked;
-        constructor(minimum: Vector3, maximum: Vector3);
-        isLocked: boolean;
-        update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        _checkCollision(collider: Collider): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
-    }
-}
-
-declare module BABYLON {
-    class BoundingSphere {
-        minimum: Vector3;
-        maximum: Vector3;
-        center: Vector3;
-        radius: number;
-        centerWorld: Vector3;
-        radiusWorld: number;
-        private _tempRadiusVector;
-        constructor(minimum: Vector3, maximum: Vector3);
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
-    }
-}
-
-declare module BABYLON {
-    class Ray {
-        origin: Vector3;
-        direction: Vector3;
-        length: number;
-        private _edge1;
-        private _edge2;
-        private _pvec;
-        private _tvec;
-        private _qvec;
-        constructor(origin: Vector3, direction: Vector3, length?: number);
-        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
-        intersectsBox(box: BoundingBox): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
-        intersectsPlane(plane: Plane): number;
-        private static smallnum;
-        private static rayl;
-        /**
-         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
-         * @param sega the first point of the segment to test the intersection against
-         * @param segb the second point of the segment to test the intersection against
-         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
-         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
-         */
-        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
-        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
-        /**
-        * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
-        * transformed to the given world matrix.
-        * @param origin The origin point
-        * @param end The end point
-        * @param world a matrix to transform the ray to. Default is the identity matrix.
-        */
-        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
-        static Transform(ray: Ray, matrix: Matrix): Ray;
+            marginHAlignment?: number;
+            marginVAlignment?: number;
+            marginAlignment?: string;
+            paddingTop?: number | string;
+            paddingLeft?: number | string;
+            paddingRight?: number | string;
+            paddingBottom?: number | string;
+            padding?: string;
+        });
+        protected levelIntersect(intersectInfo: IntersectInfo2D): boolean;
+        protected createModelRenderCache(modelKey: string): ModelRenderCache;
+        protected setupModelRenderCache(modelRenderCache: ModelRenderCache): Text2DRenderCache;
+        protected createInstanceDataParts(): InstanceDataBase[];
+        protected beforeRefreshForLayoutConstruction(part: InstanceDataBase): any;
+        protected afterRefreshForLayoutConstruction(part: InstanceDataBase, obj: any): void;
+        protected refreshInstanceDataPart(part: InstanceDataBase): boolean;
+        private _updateCharCount();
+        private _fontTexture;
+        private _tabulationSize;
+        private _charCount;
+        private _fontName;
+        private _fontSuperSample;
+        private _defaultFontColor;
+        private _text;
+        private _textSize;
+    }
+}
+
+declare module BABYLON {
+    /**
+     * This is the class that is used to display a World Space Canvas into a 3D scene
+     */
+    class WorldSpaceCanvas2DNode extends Mesh {
+        constructor(name: string, scene: Scene, canvas: Canvas2D);
+        dispose(): void;
+        private _canvas;
     }
     }
 }
 }
 
 
@@ -5714,44 +5608,108 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class Layer {
-        name: string;
-        texture: Texture;
-        isBackground: boolean;
-        color: Color4;
-        scale: Vector2;
-        offset: Vector2;
-        alphaBlendingMode: number;
-        alphaTest: boolean;
-        private _scene;
-        private _vertexBuffers;
-        private _indexBuffer;
-        private _effect;
-        private _alphaTestEffect;
-        /**
-        * An event triggered when the layer is disposed.
-        * @type {BABYLON.Observable}
-        */
-        onDisposeObservable: Observable<Layer>;
-        private _onDisposeObserver;
-        onDispose: () => void;
+    class BoundingBox implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        vectors: Vector3[];
+        center: Vector3;
+        extendSize: Vector3;
+        directions: Vector3[];
+        vectorsWorld: Vector3[];
+        minimumWorld: Vector3;
+        maximumWorld: Vector3;
+        private _worldMatrix;
+        constructor(minimum: Vector3, maximum: Vector3);
+        getWorldMatrix(): Matrix;
+        setWorldMatrix(matrix: Matrix): BoundingBox;
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsMinMax(min: Vector3, max: Vector3): boolean;
+        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
+        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
+        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+    }
+}
+
+declare module BABYLON {
+    interface ICullable {
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+    }
+    class BoundingInfo implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        boundingBox: BoundingBox;
+        boundingSphere: BoundingSphere;
+        private _isLocked;
+        constructor(minimum: Vector3, maximum: Vector3);
+        isLocked: boolean;
+        update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        _checkCollision(collider: Collider): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
+    }
+}
+
+declare module BABYLON {
+    class BoundingSphere {
+        minimum: Vector3;
+        maximum: Vector3;
+        center: Vector3;
+        radius: number;
+        centerWorld: Vector3;
+        radiusWorld: number;
+        private _tempRadiusVector;
+        constructor(minimum: Vector3, maximum: Vector3);
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
+    }
+}
+
+declare module BABYLON {
+    class Ray {
+        origin: Vector3;
+        direction: Vector3;
+        length: number;
+        private _edge1;
+        private _edge2;
+        private _pvec;
+        private _tvec;
+        private _qvec;
+        constructor(origin: Vector3, direction: Vector3, length?: number);
+        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
+        intersectsBox(box: BoundingBox): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
+        intersectsPlane(plane: Plane): number;
+        private static smallnum;
+        private static rayl;
         /**
         /**
-        * An event triggered before rendering the scene
-        * @type {BABYLON.Observable}
-        */
-        onBeforeRenderObservable: Observable<Layer>;
-        private _onBeforeRenderObserver;
-        onBeforeRender: () => void;
+         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
+         * @param sega the first point of the segment to test the intersection against
+         * @param segb the second point of the segment to test the intersection against
+         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
+         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
+         */
+        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
+        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
         /**
         /**
-        * An event triggered after rendering the scene
-        * @type {BABYLON.Observable}
+        * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
+        * transformed to the given world matrix.
+        * @param origin The origin point
+        * @param end The end point
+        * @param world a matrix to transform the ray to. Default is the identity matrix.
         */
         */
-        onAfterRenderObservable: Observable<Layer>;
-        private _onAfterRenderObserver;
-        onAfterRender: () => void;
-        constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
-        render(): void;
-        dispose(): void;
+        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
+        static Transform(ray: Ray, matrix: Matrix): Ray;
     }
     }
 }
 }
 
 
@@ -5841,6 +5799,48 @@ declare module BABYLON.Debug {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
+    class Layer {
+        name: string;
+        texture: Texture;
+        isBackground: boolean;
+        color: Color4;
+        scale: Vector2;
+        offset: Vector2;
+        alphaBlendingMode: number;
+        alphaTest: boolean;
+        private _scene;
+        private _vertexBuffers;
+        private _indexBuffer;
+        private _effect;
+        private _alphaTestEffect;
+        /**
+        * An event triggered when the layer is disposed.
+        * @type {BABYLON.Observable}
+        */
+        onDisposeObservable: Observable<Layer>;
+        private _onDisposeObserver;
+        onDispose: () => void;
+        /**
+        * An event triggered before rendering the scene
+        * @type {BABYLON.Observable}
+        */
+        onBeforeRenderObservable: Observable<Layer>;
+        private _onBeforeRenderObserver;
+        onBeforeRender: () => void;
+        /**
+        * An event triggered after rendering the scene
+        * @type {BABYLON.Observable}
+        */
+        onAfterRenderObservable: Observable<Layer>;
+        private _onAfterRenderObserver;
+        onAfterRender: () => void;
+        constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
+        render(): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
     class LensFlare {
     class LensFlare {
         size: number;
         size: number;
         position: number;
         position: number;
@@ -10419,28 +10419,6 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class ReflectionProbe {
-        name: string;
-        private _scene;
-        private _renderTargetTexture;
-        private _projectionMatrix;
-        private _viewMatrix;
-        private _target;
-        private _add;
-        private _attachedMesh;
-        invertYAxis: boolean;
-        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 PhysicsImpostorJoint {
     interface PhysicsImpostorJoint {
         mainImpostor: PhysicsImpostor;
         mainImpostor: PhysicsImpostor;
         connectedImpostor: PhysicsImpostor;
         connectedImpostor: PhysicsImpostor;
@@ -10817,6 +10795,28 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
+    class ReflectionProbe {
+        name: string;
+        private _scene;
+        private _renderTargetTexture;
+        private _projectionMatrix;
+        private _viewMatrix;
+        private _target;
+        private _add;
+        private _attachedMesh;
+        invertYAxis: boolean;
+        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 {
     class AnaglyphPostProcess extends PostProcess {
         private _passedProcess;
         private _passedProcess;
         constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
         constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
@@ -13716,7 +13716,7 @@ declare module BABYLON {
         private _currentRefreshId;
         private _currentRefreshId;
         private _refreshRate;
         private _refreshRate;
         private _textureMatrix;
         private _textureMatrix;
-        constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number);
+        constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean);
         resetRefreshCounter(): void;
         resetRefreshCounter(): void;
         refreshRate: number;
         refreshRate: number;
         _shouldRender(): boolean;
         _shouldRender(): boolean;

File diff suppressed because it is too large
+ 8 - 8
dist/preview release/babylon.js


+ 16 - 3
dist/preview release/babylon.max.js

@@ -22658,11 +22658,13 @@ var BABYLON;
 (function (BABYLON) {
 (function (BABYLON) {
     var RenderTargetTexture = (function (_super) {
     var RenderTargetTexture = (function (_super) {
         __extends(RenderTargetTexture, _super);
         __extends(RenderTargetTexture, _super);
-        function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode) {
+        function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer) {
             if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
             if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
             if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
             if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
             if (isCube === void 0) { isCube = false; }
             if (isCube === void 0) { isCube = false; }
             if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
             if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
+            if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
+            if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
             _super.call(this, null, scene, !generateMipMaps);
             _super.call(this, null, scene, !generateMipMaps);
             this.isCube = isCube;
             this.isCube = isCube;
             /**
             /**
@@ -22705,12 +22707,23 @@ var BABYLON;
                 this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
                 this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
             }
             }
             if (isCube) {
             if (isCube) {
-                this._texture = scene.getEngine().createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, samplingMode: samplingMode });
+                this._texture = scene.getEngine().createRenderTargetCubeTexture(size, {
+                    generateMipMaps: generateMipMaps,
+                    samplingMode: samplingMode,
+                    generateDepthBuffer: generateDepthBuffer,
+                    generateStencilBuffer: generateStencilBuffer
+                });
                 this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
                 this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
                 this._textureMatrix = BABYLON.Matrix.Identity();
                 this._textureMatrix = BABYLON.Matrix.Identity();
             }
             }
             else {
             else {
-                this._texture = scene.getEngine().createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, type: type, samplingMode: samplingMode });
+                this._texture = scene.getEngine().createRenderTargetTexture(size, {
+                    generateMipMaps: generateMipMaps,
+                    type: type,
+                    samplingMode: samplingMode,
+                    generateDepthBuffer: generateDepthBuffer,
+                    generateStencilBuffer: generateStencilBuffer
+                });
             }
             }
             // Rendering groups
             // Rendering groups
             this._renderingManager = new BABYLON.RenderingManager(scene);
             this._renderingManager = new BABYLON.RenderingManager(scene);

File diff suppressed because it is too large
+ 8 - 8
dist/preview release/babylon.noworker.js


+ 16 - 3
src/Materials/Textures/babylon.renderTargetTexture.js

@@ -7,11 +7,13 @@ var BABYLON;
 (function (BABYLON) {
 (function (BABYLON) {
     var RenderTargetTexture = (function (_super) {
     var RenderTargetTexture = (function (_super) {
         __extends(RenderTargetTexture, _super);
         __extends(RenderTargetTexture, _super);
-        function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode) {
+        function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer) {
             if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
             if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
             if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
             if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
             if (isCube === void 0) { isCube = false; }
             if (isCube === void 0) { isCube = false; }
             if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
             if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
+            if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
+            if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
             _super.call(this, null, scene, !generateMipMaps);
             _super.call(this, null, scene, !generateMipMaps);
             this.isCube = isCube;
             this.isCube = isCube;
             /**
             /**
@@ -54,12 +56,23 @@ var BABYLON;
                 this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
                 this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
             }
             }
             if (isCube) {
             if (isCube) {
-                this._texture = scene.getEngine().createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, samplingMode: samplingMode });
+                this._texture = scene.getEngine().createRenderTargetCubeTexture(size, {
+                    generateMipMaps: generateMipMaps,
+                    samplingMode: samplingMode,
+                    generateDepthBuffer: generateDepthBuffer,
+                    generateStencilBuffer: generateStencilBuffer
+                });
                 this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
                 this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
                 this._textureMatrix = BABYLON.Matrix.Identity();
                 this._textureMatrix = BABYLON.Matrix.Identity();
             }
             }
             else {
             else {
-                this._texture = scene.getEngine().createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, type: type, samplingMode: samplingMode });
+                this._texture = scene.getEngine().createRenderTargetTexture(size, {
+                    generateMipMaps: generateMipMaps,
+                    type: type,
+                    samplingMode: samplingMode,
+                    generateDepthBuffer: generateDepthBuffer,
+                    generateStencilBuffer: generateStencilBuffer
+                });
             }
             }
             // Rendering groups
             // Rendering groups
             this._renderingManager = new BABYLON.RenderingManager(scene);
             this._renderingManager = new BABYLON.RenderingManager(scene);