Bladeren bron

Nightly (and for once it is really build during the night :))

David Catuhe 6 jaren geleden
bovenliggende
commit
e38e3cc4f2

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Playground/babylon.d.txt


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dist/preview release/babylon.d.ts


+ 2 - 0
dist/preview release/gui/babylon.gui.d.ts

@@ -60,6 +60,8 @@ declare module BABYLON.GUI {
             _layerToDispose: BABYLON.Nullable<BABYLON.Layer>;
             /** @hidden */
             _linkedControls: Control[];
+            /** @hidden */
+            _needRedraw: boolean;
             /**
                 * BABYLON.Observable event triggered each time an clipboard event is received from the rendering canvas
                 */

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dist/preview release/gui/babylon.gui.js


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dist/preview release/gui/babylon.gui.min.js


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dist/preview release/gui/babylon.gui.min.js.map


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dist/preview release/gui/babylon.gui.module.d.ts


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dist/preview release/inspector/babylon.inspector.bundle.js.map


+ 42 - 40
dist/preview release/inspector/babylon.inspector.d.ts

@@ -25,46 +25,48 @@ declare module INSPECTOR {
 }
 declare module INSPECTOR {
 }
-export declare class Inspector {
-        /** The HTML document relative to this inspector (the window or the popup depending on its mode) */
-        static DOCUMENT: HTMLDocument;
-        /** The HTML window. In popup mode, it's the popup itself. Otherwise, it's the current tab */
-        static WINDOW: Window;
-        onGUILoaded: BABYLON.Observable<any>;
-        static GUIObject: any;
-        /** The inspector is created with the given engine.
-            * If the parameter 'popup' is false, the inspector is created as a right panel on the main window.
-            * If the parameter 'popup' is true, the inspector is created in another popup.
-            */
-        constructor(scene: BABYLON.Scene, popup?: boolean, initialTab?: number | string, parentElement?: BABYLON.Nullable<HTMLElement>, newColors?: {
-                backgroundColor?: string;
-                backgroundColorLighter?: string;
-                backgroundColorLighter2?: string;
-                backgroundColorLighter3?: string;
-                color?: string;
-                colorTop?: string;
-                colorBot?: string;
-        });
-        readonly scene: BABYLON.Scene;
-        readonly popupMode: boolean;
-        /**
-            * Filter the list of item present in the tree.
-            * All item returned should have the given filter contained in the item id.
-         */
-        filterItem(filter: string): void;
-        /** Display the mesh tab on the given object */
-        displayObjectDetails(mesh: BABYLON.AbstractMesh): void;
-        /** Clean the whole tree of item and rebuilds it */
-        refresh(): void;
-        /** Remove the inspector panel when it's built as a right panel:
-            * remove the right panel and remove the wrapper
-            */
-        dispose(): void;
-        /** Open the inspector in a new popup
-            * Set 'firstTime' to true if there is no inspector created beforehands
-            */
-        openPopup(firstTime?: boolean): void;
-        getActiveTabIndex(): number;
+declare module INSPECTOR {
+    export class Inspector {
+            /** The HTML document relative to this inspector (the window or the popup depending on its mode) */
+            static DOCUMENT: HTMLDocument;
+            /** The HTML window. In popup mode, it's the popup itself. Otherwise, it's the current tab */
+            static WINDOW: Window;
+            onGUILoaded: BABYLON.Observable<any>;
+            static GUIObject: any;
+            /** The inspector is created with the given engine.
+                * If the parameter 'popup' is false, the inspector is created as a right panel on the main window.
+                * If the parameter 'popup' is true, the inspector is created in another popup.
+                */
+            constructor(scene: BABYLON.Scene, popup?: boolean, initialTab?: number | string, parentElement?: BABYLON.Nullable<HTMLElement>, newColors?: {
+                    backgroundColor?: string;
+                    backgroundColorLighter?: string;
+                    backgroundColorLighter2?: string;
+                    backgroundColorLighter3?: string;
+                    color?: string;
+                    colorTop?: string;
+                    colorBot?: string;
+            });
+            readonly scene: BABYLON.Scene;
+            readonly popupMode: boolean;
+            /**
+                * Filter the list of item present in the tree.
+                * All item returned should have the given filter contained in the item id.
+             */
+            filterItem(filter: string): void;
+            /** Display the mesh tab on the given object */
+            displayObjectDetails(mesh: BABYLON.AbstractMesh): void;
+            /** Clean the whole tree of item and rebuilds it */
+            refresh(): void;
+            /** Remove the inspector panel when it's built as a right panel:
+                * remove the right panel and remove the wrapper
+                */
+            dispose(): void;
+            /** Open the inspector in a new popup
+                * Set 'firstTime' to true if there is no inspector created beforehands
+                */
+            openPopup(firstTime?: boolean): void;
+            getActiveTabIndex(): number;
+    }
 }
 declare module INSPECTOR {
     export const PROPERTIES: {

+ 86 - 82
dist/preview release/inspector/babylon.inspector.module.d.ts

@@ -94,48 +94,50 @@ declare module 'babylonjs-inspector/treetools' {
     export * from 'babylonjs-inspector/treetools/SoundInteractions';
 }
 
-import { AbstractMesh, Nullable, Scene, Observable } from "babylonjs";
-
-export declare class Inspector {
-        /** The HTML document relative to this inspector (the window or the popup depending on its mode) */
-        static DOCUMENT: HTMLDocument;
-        /** The HTML window. In popup mode, it's the popup itself. Otherwise, it's the current tab */
-        static WINDOW: Window;
-        onGUILoaded: Observable<any>;
-        static GUIObject: any;
-        /** The inspector is created with the given engine.
-            * If the parameter 'popup' is false, the inspector is created as a right panel on the main window.
-            * If the parameter 'popup' is true, the inspector is created in another popup.
-            */
-        constructor(scene: Scene, popup?: boolean, initialTab?: number | string, parentElement?: Nullable<HTMLElement>, newColors?: {
-                backgroundColor?: string;
-                backgroundColorLighter?: string;
-                backgroundColorLighter2?: string;
-                backgroundColorLighter3?: string;
-                color?: string;
-                colorTop?: string;
-                colorBot?: string;
-        });
-        readonly scene: Scene;
-        readonly popupMode: boolean;
-        /**
-            * Filter the list of item present in the tree.
-            * All item returned should have the given filter contained in the item id.
-         */
-        filterItem(filter: string): void;
-        /** Display the mesh tab on the given object */
-        displayObjectDetails(mesh: AbstractMesh): void;
-        /** Clean the whole tree of item and rebuilds it */
-        refresh(): void;
-        /** Remove the inspector panel when it's built as a right panel:
-            * remove the right panel and remove the wrapper
-            */
-        dispose(): void;
-        /** Open the inspector in a new popup
-            * Set 'firstTime' to true if there is no inspector created beforehands
-            */
-        openPopup(firstTime?: boolean): void;
-        getActiveTabIndex(): number;
+declare module 'babylonjs-inspector/Inspector' {
+    import { AbstractMesh, Nullable, Scene, Observable } from "babylonjs";
+    
+    export class Inspector {
+            /** The HTML document relative to this inspector (the window or the popup depending on its mode) */
+            static DOCUMENT: HTMLDocument;
+            /** The HTML window. In popup mode, it's the popup itself. Otherwise, it's the current tab */
+            static WINDOW: Window;
+            onGUILoaded: Observable<any>;
+            static GUIObject: any;
+            /** The inspector is created with the given engine.
+                * If the parameter 'popup' is false, the inspector is created as a right panel on the main window.
+                * If the parameter 'popup' is true, the inspector is created in another popup.
+                */
+            constructor(scene: Scene, popup?: boolean, initialTab?: number | string, parentElement?: Nullable<HTMLElement>, newColors?: {
+                    backgroundColor?: string;
+                    backgroundColorLighter?: string;
+                    backgroundColorLighter2?: string;
+                    backgroundColorLighter3?: string;
+                    color?: string;
+                    colorTop?: string;
+                    colorBot?: string;
+            });
+            readonly scene: Scene;
+            readonly popupMode: boolean;
+            /**
+                * Filter the list of item present in the tree.
+                * All item returned should have the given filter contained in the item id.
+             */
+            filterItem(filter: string): void;
+            /** Display the mesh tab on the given object */
+            displayObjectDetails(mesh: AbstractMesh): void;
+            /** Clean the whole tree of item and rebuilds it */
+            refresh(): void;
+            /** Remove the inspector panel when it's built as a right panel:
+                * remove the right panel and remove the wrapper
+                */
+            dispose(): void;
+            /** Open the inspector in a new popup
+                * Set 'firstTime' to true if there is no inspector created beforehands
+                */
+            openPopup(firstTime?: boolean): void;
+            getActiveTabIndex(): number;
+    }
 }
 
 declare module 'babylonjs-inspector/properties' {
@@ -1261,46 +1263,48 @@ declare module INSPECTOR {
 }
 declare module INSPECTOR {
 }
-export declare class Inspector {
-        /** The HTML document relative to this inspector (the window or the popup depending on its mode) */
-        static DOCUMENT: HTMLDocument;
-        /** The HTML window. In popup mode, it's the popup itself. Otherwise, it's the current tab */
-        static WINDOW: Window;
-        onGUILoaded: BABYLON.Observable<any>;
-        static GUIObject: any;
-        /** The inspector is created with the given engine.
-            * If the parameter 'popup' is false, the inspector is created as a right panel on the main window.
-            * If the parameter 'popup' is true, the inspector is created in another popup.
-            */
-        constructor(scene: BABYLON.Scene, popup?: boolean, initialTab?: number | string, parentElement?: BABYLON.Nullable<HTMLElement>, newColors?: {
-                backgroundColor?: string;
-                backgroundColorLighter?: string;
-                backgroundColorLighter2?: string;
-                backgroundColorLighter3?: string;
-                color?: string;
-                colorTop?: string;
-                colorBot?: string;
-        });
-        readonly scene: BABYLON.Scene;
-        readonly popupMode: boolean;
-        /**
-            * Filter the list of item present in the tree.
-            * All item returned should have the given filter contained in the item id.
-         */
-        filterItem(filter: string): void;
-        /** Display the mesh tab on the given object */
-        displayObjectDetails(mesh: BABYLON.AbstractMesh): void;
-        /** Clean the whole tree of item and rebuilds it */
-        refresh(): void;
-        /** Remove the inspector panel when it's built as a right panel:
-            * remove the right panel and remove the wrapper
-            */
-        dispose(): void;
-        /** Open the inspector in a new popup
-            * Set 'firstTime' to true if there is no inspector created beforehands
-            */
-        openPopup(firstTime?: boolean): void;
-        getActiveTabIndex(): number;
+declare module INSPECTOR {
+    export class Inspector {
+            /** The HTML document relative to this inspector (the window or the popup depending on its mode) */
+            static DOCUMENT: HTMLDocument;
+            /** The HTML window. In popup mode, it's the popup itself. Otherwise, it's the current tab */
+            static WINDOW: Window;
+            onGUILoaded: BABYLON.Observable<any>;
+            static GUIObject: any;
+            /** The inspector is created with the given engine.
+                * If the parameter 'popup' is false, the inspector is created as a right panel on the main window.
+                * If the parameter 'popup' is true, the inspector is created in another popup.
+                */
+            constructor(scene: BABYLON.Scene, popup?: boolean, initialTab?: number | string, parentElement?: BABYLON.Nullable<HTMLElement>, newColors?: {
+                    backgroundColor?: string;
+                    backgroundColorLighter?: string;
+                    backgroundColorLighter2?: string;
+                    backgroundColorLighter3?: string;
+                    color?: string;
+                    colorTop?: string;
+                    colorBot?: string;
+            });
+            readonly scene: BABYLON.Scene;
+            readonly popupMode: boolean;
+            /**
+                * Filter the list of item present in the tree.
+                * All item returned should have the given filter contained in the item id.
+             */
+            filterItem(filter: string): void;
+            /** Display the mesh tab on the given object */
+            displayObjectDetails(mesh: BABYLON.AbstractMesh): void;
+            /** Clean the whole tree of item and rebuilds it */
+            refresh(): void;
+            /** Remove the inspector panel when it's built as a right panel:
+                * remove the right panel and remove the wrapper
+                */
+            dispose(): void;
+            /** Open the inspector in a new popup
+                * Set 'firstTime' to true if there is no inspector created beforehands
+                */
+            openPopup(firstTime?: boolean): void;
+            getActiveTabIndex(): number;
+    }
 }
 declare module INSPECTOR {
     export const PROPERTIES: {

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dist/preview release/viewer/babylon.viewer.js


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dist/preview release/viewer/babylon.viewer.max.js


+ 1 - 2
gui/src/2D/advancedDynamicTexture.ts

@@ -641,10 +641,9 @@ export class AdvancedDynamicTexture extends DynamicTexture {
                 return;
             }
             let engine = scene.getEngine();
-            let viewport = camera.viewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());;
+            let viewport = camera.viewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
             let x = scene.pointerX / engine.getHardwareScalingLevel() - viewport.x;
             let y = scene.pointerY / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - viewport.y - viewport.height);
-            
 
             this._shouldBlockPointer = false;
             // Do picking modifies _shouldBlockPointer

+ 1 - 1
gui/src/2D/controls/container.ts

@@ -296,7 +296,7 @@ export class Container extends Control {
                     }
                 }
             }
-            
+
             if (this.adaptWidthToChildren && computedWidth >= 0) {
                 if (this.width !== computedWidth + "px") {
                     this.width = computedWidth + "px";