David Catuhe преди 8 години
родител
ревизия
f6c47cfe95

+ 2 - 2
Tools/Gulp/config.json

@@ -101,8 +101,7 @@
         {
             "files": [
                 "../../src/Collisions/babylon.pickingInfo.js",
-                "../../src/Culling/babylon.ray.js",
-                "../../src/Debug/babylon.rayHelper.js"
+                "../../src/Culling/babylon.ray.js"                
             ],
             "dependUpon" : [
                 "core"
@@ -668,6 +667,7 @@
                 "../../src/Debug/babylon.skeletonViewer.js",
                 "../../src/Debug/babylon.axesViewer.js",
                 "../../src/Debug/babylon.boneAxesViewer.js",
+                "../../src/Debug/babylon.rayHelper.js",
                 "../../src/Debug/babylon.debugLayer.js",
                 "../../src/Rendering/babylon.boundingBoxRenderer.js"
             ],

+ 443 - 443
dist/preview release/babylon.d.ts

@@ -3889,108 +3889,117 @@ declare module BABYLON {
     }
 }
 
-declare module BABYLON.Debug {
-    class AxesViewer {
-        private _xline;
-        private _yline;
-        private _zline;
-        private _xmesh;
-        private _ymesh;
-        private _zmesh;
-        scene: Scene;
-        scaleLines: number;
-        constructor(scene: Scene, scaleLines?: number);
-        update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON.Debug {
-    class BoneAxesViewer extends Debug.AxesViewer {
-        mesh: Mesh;
-        bone: Bone;
-        pos: Vector3;
-        xaxis: Vector3;
-        yaxis: Vector3;
-        zaxis: Vector3;
-        constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
-        update(): void;
-        dispose(): void;
+declare module BABYLON {
+    class BoundingBox implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        vectors: Vector3[];
+        center: Vector3;
+        centerWorld: Vector3;
+        extendSize: Vector3;
+        extendSizeWorld: 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 {
-    class DebugLayer {
-        private _scene;
-        static InspectorURL: string;
-        private _inspector;
-        constructor(scene: Scene);
-        /** Creates the inspector window. */
-        private _createInspector(config?);
-        isVisible(): boolean;
-        hide(): void;
-        show(config?: {
-            popup?: boolean;
-            initialTab?: number;
-            parentElement?: HTMLElement;
-            newColors?: {
-                backgroundColor?: string;
-                backgroundColorLighter?: string;
-                backgroundColorLighter2?: string;
-                backgroundColorLighter3?: string;
-                color?: string;
-                colorTop?: string;
-                colorBot?: string;
-            };
-        }): void;
+    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 RayHelper {
-        ray: Ray;
-        private _renderPoints;
-        private _renderLine;
-        private _renderFunction;
-        private _scene;
-        private _updateToMeshFunction;
-        private _attachedToMesh;
-        private _meshSpaceDirection;
-        private _meshSpaceOrigin;
-        static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
-        constructor(ray: Ray);
-        show(scene: Scene, color: Color3): void;
-        hide(): void;
-        private _render();
-        attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
-        detachFromMesh(): void;
-        private _updateToMesh();
-        dispose(): void;
+    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.Debug {
-    /**
-    * Demo available here: http://www.babylonjs-playground.com/#1BZJVJ#8
-    */
-    class SkeletonViewer {
-        skeleton: Skeleton;
-        mesh: AbstractMesh;
-        autoUpdateBonesMatrices: boolean;
-        renderingGroupId: number;
-        color: Color3;
-        private _scene;
-        private _debugLines;
-        private _debugMesh;
-        private _isEnabled;
-        private _renderFunction;
-        constructor(skeleton: Skeleton, mesh: AbstractMesh, scene: Scene, autoUpdateBonesMatrices?: boolean, renderingGroupId?: number);
-        isEnabled: boolean;
-        private _getBonePosition(position, bone, meshMat, x?, y?, z?);
-        private _getLinesForBonesWithLength(bones, meshMat);
-        private _getLinesForBonesNoLength(bones, meshMat);
-        update(): void;
-        dispose(): void;
+declare module BABYLON {
+    class Ray {
+        origin: Vector3;
+        direction: Vector3;
+        length: number;
+        private _edge1;
+        private _edge2;
+        private _pvec;
+        private _tvec;
+        private _qvec;
+        private _tmpRay;
+        private _rayHelper;
+        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;
+        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
+        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
+        private _comparePickingInfo(pickingInfoA, pickingInfoB);
+        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;
+        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
     }
 }
 
@@ -4249,117 +4258,153 @@ declare module BABYLON {
     }
 }
 
-declare module BABYLON {
-    class BoundingBox implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        vectors: Vector3[];
-        center: Vector3;
-        centerWorld: Vector3;
-        extendSize: Vector3;
-        extendSizeWorld: 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.Debug {
+    class AxesViewer {
+        private _xline;
+        private _yline;
+        private _zline;
+        private _xmesh;
+        private _ymesh;
+        private _zmesh;
+        scene: Scene;
+        scaleLines: number;
+        constructor(scene: Scene, scaleLines?: number);
+        update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
+        dispose(): void;
     }
 }
 
-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.Debug {
+    class BoneAxesViewer extends Debug.AxesViewer {
+        mesh: Mesh;
+        bone: Bone;
+        pos: Vector3;
+        xaxis: Vector3;
+        yaxis: Vector3;
+        zaxis: Vector3;
+        constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
+        update(): void;
+        dispose(): void;
     }
 }
 
 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;
+    class DebugLayer {
+        private _scene;
+        static InspectorURL: string;
+        private _inspector;
+        constructor(scene: Scene);
+        /** Creates the inspector window. */
+        private _createInspector(config?);
+        isVisible(): boolean;
+        hide(): void;
+        show(config?: {
+            popup?: boolean;
+            initialTab?: number;
+            parentElement?: HTMLElement;
+            newColors?: {
+                backgroundColor?: string;
+                backgroundColorLighter?: string;
+                backgroundColorLighter2?: string;
+                backgroundColorLighter3?: string;
+                color?: string;
+                colorTop?: string;
+                colorBot?: string;
+            };
+        }): void;
     }
 }
 
 declare module BABYLON {
-    class Ray {
-        origin: Vector3;
-        direction: Vector3;
-        length: number;
-        private _edge1;
-        private _edge2;
-        private _pvec;
-        private _tvec;
-        private _qvec;
-        private _tmpRay;
-        private _rayHelper;
-        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;
-        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
-        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
-        private _comparePickingInfo(pickingInfoA, pickingInfoB);
-        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;
-        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
+    class RayHelper {
+        ray: Ray;
+        private _renderPoints;
+        private _renderLine;
+        private _renderFunction;
+        private _scene;
+        private _updateToMeshFunction;
+        private _attachedToMesh;
+        private _meshSpaceDirection;
+        private _meshSpaceOrigin;
+        static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
+        constructor(ray: Ray);
+        show(scene: Scene, color: Color3): void;
+        hide(): void;
+        private _render();
+        attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
+        detachFromMesh(): void;
+        private _updateToMesh();
+        dispose(): void;
+    }
+}
+
+declare module BABYLON.Debug {
+    /**
+    * Demo available here: http://www.babylonjs-playground.com/#1BZJVJ#8
+    */
+    class SkeletonViewer {
+        skeleton: Skeleton;
+        mesh: AbstractMesh;
+        autoUpdateBonesMatrices: boolean;
+        renderingGroupId: number;
+        color: Color3;
+        private _scene;
+        private _debugLines;
+        private _debugMesh;
+        private _isEnabled;
+        private _renderFunction;
+        constructor(skeleton: Skeleton, mesh: AbstractMesh, scene: Scene, autoUpdateBonesMatrices?: boolean, renderingGroupId?: number);
+        isEnabled: boolean;
+        private _getBonePosition(position, bone, meshMat, x?, y?, z?);
+        private _getLinesForBonesWithLength(bones, meshMat);
+        private _getLinesForBonesNoLength(bones, meshMat);
+        update(): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class LensFlare {
+        size: number;
+        position: number;
+        color: Color3;
+        texture: Texture;
+        alphaMode: number;
+        private _system;
+        constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
+        dispose: () => void;
+    }
+}
+
+declare module BABYLON {
+    class LensFlareSystem {
+        name: string;
+        lensFlares: LensFlare[];
+        borderLimit: number;
+        viewportBorder: number;
+        meshesSelectionPredicate: (mesh: Mesh) => boolean;
+        layerMask: number;
+        id: string;
+        private _scene;
+        private _emitter;
+        private _vertexBuffers;
+        private _indexBuffer;
+        private _effect;
+        private _positionX;
+        private _positionY;
+        private _isEnabled;
+        constructor(name: string, emitter: any, scene: Scene);
+        isEnabled: boolean;
+        getScene(): Scene;
+        getEmitter(): any;
+        setEmitter(newEmitter: any): void;
+        getEmitterPosition(): Vector3;
+        computeEffectivePosition(globalViewport: Viewport): boolean;
+        _isVisible(): boolean;
+        render(): boolean;
+        dispose(): void;
+        static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
+        serialize(): any;
     }
 }
 
@@ -4749,47 +4794,54 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class LensFlare {
-        size: number;
-        position: number;
-        color: Color3;
-        texture: Texture;
-        alphaMode: number;
-        private _system;
-        constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
-        dispose: () => void;
+    interface ISceneLoaderPluginExtensions {
+        [extension: string]: {
+            isBinary: boolean;
+        };
     }
-}
-
-declare module BABYLON {
-    class LensFlareSystem {
-        name: string;
-        lensFlares: LensFlare[];
-        borderLimit: number;
-        viewportBorder: number;
-        meshesSelectionPredicate: (mesh: Mesh) => boolean;
-        layerMask: number;
-        id: string;
-        private _scene;
-        private _emitter;
-        private _vertexBuffers;
-        private _indexBuffer;
-        private _effect;
-        private _positionX;
-        private _positionY;
-        private _isEnabled;
-        constructor(name: string, emitter: any, scene: Scene);
-        isEnabled: boolean;
-        getScene(): Scene;
-        getEmitter(): any;
-        setEmitter(newEmitter: any): void;
-        getEmitterPosition(): Vector3;
-        computeEffectivePosition(globalViewport: Viewport): boolean;
-        _isVisible(): boolean;
-        render(): boolean;
-        dispose(): void;
-        static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
-        serialize(): any;
+    interface ISceneLoaderPlugin {
+        extensions: string | ISceneLoaderPluginExtensions;
+        importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
+        load: (scene: Scene, data: string, rootUrl: string) => boolean;
+    }
+    interface ISceneLoaderPluginAsync {
+        extensions: string | ISceneLoaderPluginExtensions;
+        importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onsuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onerror: () => void) => void;
+        loadAsync: (scene: Scene, data: string, rootUrl: string, onsuccess: () => void, onerror: () => void) => void;
+    }
+    class SceneLoader {
+        private static _ForceFullSceneLoadingForIncremental;
+        private static _ShowLoadingScreen;
+        static readonly NO_LOGGING: number;
+        static readonly MINIMAL_LOGGING: number;
+        static readonly SUMMARY_LOGGING: number;
+        static readonly DETAILED_LOGGING: number;
+        private static _loggingLevel;
+        static ForceFullSceneLoadingForIncremental: boolean;
+        static ShowLoadingScreen: boolean;
+        static loggingLevel: number;
+        private static _registeredPlugins;
+        private static _getDefaultPlugin();
+        private static _getPluginForExtension(extension);
+        private static _getPluginForFilename(sceneFilename);
+        private static _getDirectLoad(sceneFilename);
+        static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
+        static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
+        static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, message: string, exception?: any) => void): void;
+        /**
+        * Load a scene
+        * @param rootUrl a string that defines the root url for scene and resources
+        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
+        * @param engine is the instance of BABYLON.Engine to use to create the scene
+        */
+        static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
+        /**
+        * Append a scene
+        * @param rootUrl a string that defines the root url for scene and resources
+        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
+        * @param scene is the instance of BABYLON.Scene to append to
+        */
+        static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
     }
 }
 
@@ -7932,122 +7984,16 @@ declare module BABYLON {
         position: Vector3;
         normal: Vector3;
         uv: Vector2;
-        constructor(position?: Vector3, normal?: Vector3, uv?: Vector2);
-        clone(): PositionNormalTextureVertex;
-    }
-    class Tmp {
-        static Color3: Color3[];
-        static Vector2: Vector2[];
-        static Vector3: Vector3[];
-        static Vector4: Vector4[];
-        static Quaternion: Quaternion[];
-        static Matrix: Matrix[];
-    }
-}
-
-declare module BABYLON {
-    interface ISceneLoaderPluginExtensions {
-        [extension: string]: {
-            isBinary: boolean;
-        };
-    }
-    interface ISceneLoaderPlugin {
-        extensions: string | ISceneLoaderPluginExtensions;
-        importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
-        load: (scene: Scene, data: string, rootUrl: string) => boolean;
-    }
-    interface ISceneLoaderPluginAsync {
-        extensions: string | ISceneLoaderPluginExtensions;
-        importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onsuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onerror: () => void) => void;
-        loadAsync: (scene: Scene, data: string, rootUrl: string, onsuccess: () => void, onerror: () => void) => void;
-    }
-    class SceneLoader {
-        private static _ForceFullSceneLoadingForIncremental;
-        private static _ShowLoadingScreen;
-        static readonly NO_LOGGING: number;
-        static readonly MINIMAL_LOGGING: number;
-        static readonly SUMMARY_LOGGING: number;
-        static readonly DETAILED_LOGGING: number;
-        private static _loggingLevel;
-        static ForceFullSceneLoadingForIncremental: boolean;
-        static ShowLoadingScreen: boolean;
-        static loggingLevel: number;
-        private static _registeredPlugins;
-        private static _getDefaultPlugin();
-        private static _getPluginForExtension(extension);
-        private static _getPluginForFilename(sceneFilename);
-        private static _getDirectLoad(sceneFilename);
-        static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
-        static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
-        static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, message: string, exception?: any) => void): void;
-        /**
-        * Load a scene
-        * @param rootUrl a string that defines the root url for scene and resources
-        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
-        * @param engine is the instance of BABYLON.Engine to use to create the scene
-        */
-        static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
-        /**
-        * Append a scene
-        * @param rootUrl a string that defines the root url for scene and resources
-        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
-        * @param scene is the instance of BABYLON.Scene to append to
-        */
-        static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
-    }
-}
-
-declare module BABYLON {
-    class MorphTarget {
-        name: string;
-        private _positions;
-        private _normals;
-        private _influence;
-        onInfluenceChanged: Observable<boolean>;
-        influence: number;
-        constructor(name: string, influence?: number);
-        readonly hasNormals: boolean;
-        setPositions(data: Float32Array | number[]): void;
-        getPositions(): Float32Array;
-        setNormals(data: Float32Array | number[]): void;
-        getNormals(): Float32Array;
-        /**
-         * Serializes the current target into a Serialization object.
-         * Returns the serialized object.
-         */
-        serialize(): any;
-        static Parse(serializationObject: any): MorphTarget;
-        static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
-    }
-}
-
-declare module BABYLON {
-    class MorphTargetManager {
-        private _targets;
-        private _targetObservable;
-        private _activeTargets;
-        private _scene;
-        private _influences;
-        private _supportsNormals;
-        private _vertexCount;
-        private _uniqueId;
-        constructor(scene?: Scene);
-        readonly uniqueId: number;
-        readonly vertexCount: number;
-        readonly supportsNormals: boolean;
-        readonly numInfluencers: number;
-        readonly influences: Float32Array;
-        getActiveTarget(index: number): MorphTarget;
-        addTarget(target: MorphTarget): void;
-        removeTarget(target: MorphTarget): void;
-        /**
-         * Serializes the current manager into a Serialization object.
-         * Returns the serialized object.
-         */
-        serialize(): any;
-        private _onInfluenceChanged(needUpdate);
-        private _syncActiveTargets(needUpdate);
-        static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
+        constructor(position?: Vector3, normal?: Vector3, uv?: Vector2);
+        clone(): PositionNormalTextureVertex;
+    }
+    class Tmp {
+        static Color3: Color3[];
+        static Vector2: Vector2[];
+        static Vector3: Vector3[];
+        static Vector4: Vector4[];
+        static Quaternion: Quaternion[];
+        static Matrix: Matrix[];
     }
 }
 
@@ -11273,6 +11219,60 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class MorphTarget {
+        name: string;
+        private _positions;
+        private _normals;
+        private _influence;
+        onInfluenceChanged: Observable<boolean>;
+        influence: number;
+        constructor(name: string, influence?: number);
+        readonly hasNormals: boolean;
+        setPositions(data: Float32Array | number[]): void;
+        getPositions(): Float32Array;
+        setNormals(data: Float32Array | number[]): void;
+        getNormals(): Float32Array;
+        /**
+         * Serializes the current target into a Serialization object.
+         * Returns the serialized object.
+         */
+        serialize(): any;
+        static Parse(serializationObject: any): MorphTarget;
+        static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
+    }
+}
+
+declare module BABYLON {
+    class MorphTargetManager {
+        private _targets;
+        private _targetObservable;
+        private _activeTargets;
+        private _scene;
+        private _influences;
+        private _supportsNormals;
+        private _vertexCount;
+        private _uniqueId;
+        constructor(scene?: Scene);
+        readonly uniqueId: number;
+        readonly vertexCount: number;
+        readonly supportsNormals: boolean;
+        readonly numInfluencers: number;
+        readonly influences: Float32Array;
+        getActiveTarget(index: number): MorphTarget;
+        addTarget(target: MorphTarget): void;
+        removeTarget(target: MorphTarget): void;
+        /**
+         * Serializes the current manager into a Serialization object.
+         * Returns the serialized object.
+         */
+        serialize(): any;
+        private _onInfluenceChanged(needUpdate);
+        private _syncActiveTargets(needUpdate);
+        static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
+    }
+}
+
+declare module BABYLON {
     class Particle {
         position: Vector3;
         direction: Vector3;
@@ -12090,6 +12090,29 @@ 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);
+        samples: number;
+        refreshRate: number;
+        getScene(): Scene;
+        readonly cubeTexture: RenderTargetTexture;
+        readonly renderList: AbstractMesh[];
+        attachToMesh(mesh: AbstractMesh): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
     class AnaglyphPostProcess extends PostProcess {
         private _passedProcess;
         constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
@@ -12763,29 +12786,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class ReflectionProbe {
-        name: string;
-        private _scene;
-        private _renderTargetTexture;
-        private _projectionMatrix;
-        private _viewMatrix;
-        private _target;
-        private _add;
-        private _attachedMesh;
-        invertYAxis: boolean;
-        position: Vector3;
-        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
-        samples: number;
-        refreshRate: number;
-        getScene(): Scene;
-        readonly cubeTexture: RenderTargetTexture;
-        readonly renderList: AbstractMesh[];
-        attachToMesh(mesh: AbstractMesh): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     class BoundingBoxRenderer {
         frontColor: Color3;
         backColor: Color3;
@@ -13024,6 +13024,76 @@ declare module BABYLON {
     }
 }
 
+declare module BABYLON {
+    class Sprite {
+        name: string;
+        position: Vector3;
+        color: Color4;
+        width: number;
+        height: number;
+        angle: number;
+        cellIndex: number;
+        invertU: number;
+        invertV: number;
+        disposeWhenFinishedAnimating: boolean;
+        animations: Animation[];
+        isPickable: boolean;
+        actionManager: ActionManager;
+        private _animationStarted;
+        private _loopAnimation;
+        private _fromIndex;
+        private _toIndex;
+        private _delay;
+        private _direction;
+        private _frameCount;
+        private _manager;
+        private _time;
+        private _onAnimationEnd;
+        size: number;
+        constructor(name: string, manager: SpriteManager);
+        playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
+        stopAnimation(): void;
+        _animate(deltaTime: number): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class SpriteManager {
+        name: string;
+        sprites: Sprite[];
+        renderingGroupId: number;
+        layerMask: number;
+        fogEnabled: boolean;
+        isPickable: boolean;
+        cellWidth: number;
+        cellHeight: number;
+        /**
+        * An event triggered when the manager is disposed.
+        * @type {BABYLON.Observable}
+        */
+        onDisposeObservable: Observable<SpriteManager>;
+        private _onDisposeObserver;
+        onDispose: () => void;
+        private _capacity;
+        private _spriteTexture;
+        private _epsilon;
+        private _scene;
+        private _vertexData;
+        private _buffer;
+        private _vertexBuffers;
+        private _indexBuffer;
+        private _effectBase;
+        private _effectFog;
+        texture: Texture;
+        constructor(name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
+        private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
+        intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): PickingInfo;
+        render(): void;
+        dispose(): void;
+    }
+}
+
 declare module BABYLON.Internals {
     class _AlphaState {
         private _isAlphaBlendDirty;
@@ -13101,76 +13171,6 @@ declare module BABYLON.Internals {
     }
 }
 
-declare module BABYLON {
-    class Sprite {
-        name: string;
-        position: Vector3;
-        color: Color4;
-        width: number;
-        height: number;
-        angle: number;
-        cellIndex: number;
-        invertU: number;
-        invertV: number;
-        disposeWhenFinishedAnimating: boolean;
-        animations: Animation[];
-        isPickable: boolean;
-        actionManager: ActionManager;
-        private _animationStarted;
-        private _loopAnimation;
-        private _fromIndex;
-        private _toIndex;
-        private _delay;
-        private _direction;
-        private _frameCount;
-        private _manager;
-        private _time;
-        private _onAnimationEnd;
-        size: number;
-        constructor(name: string, manager: SpriteManager);
-        playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
-        stopAnimation(): void;
-        _animate(deltaTime: number): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class SpriteManager {
-        name: string;
-        sprites: Sprite[];
-        renderingGroupId: number;
-        layerMask: number;
-        fogEnabled: boolean;
-        isPickable: boolean;
-        cellWidth: number;
-        cellHeight: number;
-        /**
-        * An event triggered when the manager is disposed.
-        * @type {BABYLON.Observable}
-        */
-        onDisposeObservable: Observable<SpriteManager>;
-        private _onDisposeObserver;
-        onDispose: () => void;
-        private _capacity;
-        private _spriteTexture;
-        private _epsilon;
-        private _scene;
-        private _vertexData;
-        private _buffer;
-        private _vertexBuffers;
-        private _indexBuffer;
-        private _effectBase;
-        private _effectFog;
-        texture: Texture;
-        constructor(name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
-        private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
-        intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): PickingInfo;
-        render(): void;
-        dispose(): void;
-    }
-}
-
 declare module BABYLON.Internals {
     class AndOrNotEvaluator {
         static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
@@ -14979,6 +14979,9 @@ declare module BABYLON {
     }
 }
 
+declare module BABYLON.Internals {
+}
+
 declare module BABYLON {
     class BaseTexture {
         name: string;
@@ -15519,9 +15522,6 @@ declare module BABYLON {
     }
 }
 
-declare module BABYLON.Internals {
-}
-
 declare module BABYLON {
     class CannonJSPlugin implements IPhysicsEnginePlugin {
         private _useDeltaForWorldStep;

Файловите разлики са ограничени, защото са твърде много
+ 26 - 26
dist/preview release/babylon.js


+ 113 - 104
dist/preview release/babylon.max.js

@@ -16313,6 +16313,9 @@ var BABYLON;
          * @return true if no such key were already present and the data was added successfully, false otherwise
          */
         Scene.prototype.addExternalData = function (key, data) {
+            if (!this._externalData) {
+                this._externalData = new BABYLON.StringDictionary();
+            }
             return this._externalData.add(key, data);
         };
         /**
@@ -16321,6 +16324,9 @@ var BABYLON;
          * @return the associated data, if present (can be null), or undefined if not present
          */
         Scene.prototype.getExternalData = function (key) {
+            if (!this._externalData) {
+                return null;
+            }
             return this._externalData.get(key);
         };
         /**
@@ -16330,6 +16336,9 @@ var BABYLON;
          * @return the associated data, can be null if the factory returned null.
          */
         Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
+            if (!this._externalData) {
+                this._externalData = new BABYLON.StringDictionary();
+            }
             return this._externalData.getOrAddWithFactory(key, factory);
         };
         /**
@@ -34682,110 +34691,6 @@ var BABYLON;
 
 var BABYLON;
 (function (BABYLON) {
-    var RayHelper = (function () {
-        function RayHelper(ray) {
-            this.ray = ray;
-        }
-        RayHelper.CreateAndShow = function (ray, scene, color) {
-            var helper = new RayHelper(ray);
-            helper.show(scene, color);
-            return helper;
-        };
-        RayHelper.prototype.show = function (scene, color) {
-            if (!this._renderFunction) {
-                var ray = this.ray;
-                this._renderFunction = this._render.bind(this);
-                this._scene = scene;
-                this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
-                this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
-                this._scene.registerBeforeRender(this._renderFunction);
-            }
-            if (color) {
-                this._renderLine.color.copyFrom(color);
-            }
-        };
-        RayHelper.prototype.hide = function () {
-            if (this._renderFunction) {
-                this._scene.unregisterBeforeRender(this._renderFunction);
-                this._scene = null;
-                this._renderFunction = null;
-                this._renderLine.dispose();
-                this._renderLine = null;
-                this._renderPoints = null;
-            }
-        };
-        RayHelper.prototype._render = function () {
-            var ray = this.ray;
-            var point = this._renderPoints[1];
-            var len = Math.min(ray.length, 1000000);
-            point.copyFrom(ray.direction);
-            point.scaleInPlace(len);
-            point.addInPlace(ray.origin);
-            BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
-        };
-        RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
-            this._attachedToMesh = mesh;
-            var ray = this.ray;
-            if (!ray.direction) {
-                ray.direction = BABYLON.Vector3.Zero();
-            }
-            if (!ray.origin) {
-                ray.origin = BABYLON.Vector3.Zero();
-            }
-            if (length) {
-                ray.length = length;
-            }
-            if (!meshSpaceOrigin) {
-                meshSpaceOrigin = BABYLON.Vector3.Zero();
-            }
-            if (!meshSpaceDirection) {
-                // -1 so that this will work with Mesh.lookAt
-                meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
-            }
-            if (!this._meshSpaceDirection) {
-                this._meshSpaceDirection = meshSpaceDirection.clone();
-                this._meshSpaceOrigin = meshSpaceOrigin.clone();
-            }
-            else {
-                this._meshSpaceDirection.copyFrom(meshSpaceDirection);
-                this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
-            }
-            if (!this._updateToMeshFunction) {
-                this._updateToMeshFunction = this._updateToMesh.bind(this);
-                this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
-            }
-            this._updateToMesh();
-        };
-        RayHelper.prototype.detachFromMesh = function () {
-            if (this._attachedToMesh) {
-                this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
-                this._attachedToMesh = null;
-                this._updateToMeshFunction = null;
-            }
-        };
-        RayHelper.prototype._updateToMesh = function () {
-            var ray = this.ray;
-            if (this._attachedToMesh._isDisposed) {
-                this.detachFromMesh();
-                return;
-            }
-            this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
-            BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
-        };
-        RayHelper.prototype.dispose = function () {
-            this.hide();
-            this.detachFromMesh();
-            this.ray = null;
-        };
-        return RayHelper;
-    }());
-    BABYLON.RayHelper = RayHelper;
-})(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=babylon.rayHelper.js.map
-
-var BABYLON;
-(function (BABYLON) {
     var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
         if (boxMin.x > sphereCenter.x + sphereRadius)
             return false;
@@ -55940,6 +55845,110 @@ var BABYLON;
 
 var BABYLON;
 (function (BABYLON) {
+    var RayHelper = (function () {
+        function RayHelper(ray) {
+            this.ray = ray;
+        }
+        RayHelper.CreateAndShow = function (ray, scene, color) {
+            var helper = new RayHelper(ray);
+            helper.show(scene, color);
+            return helper;
+        };
+        RayHelper.prototype.show = function (scene, color) {
+            if (!this._renderFunction) {
+                var ray = this.ray;
+                this._renderFunction = this._render.bind(this);
+                this._scene = scene;
+                this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
+                this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
+                this._scene.registerBeforeRender(this._renderFunction);
+            }
+            if (color) {
+                this._renderLine.color.copyFrom(color);
+            }
+        };
+        RayHelper.prototype.hide = function () {
+            if (this._renderFunction) {
+                this._scene.unregisterBeforeRender(this._renderFunction);
+                this._scene = null;
+                this._renderFunction = null;
+                this._renderLine.dispose();
+                this._renderLine = null;
+                this._renderPoints = null;
+            }
+        };
+        RayHelper.prototype._render = function () {
+            var ray = this.ray;
+            var point = this._renderPoints[1];
+            var len = Math.min(ray.length, 1000000);
+            point.copyFrom(ray.direction);
+            point.scaleInPlace(len);
+            point.addInPlace(ray.origin);
+            BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
+        };
+        RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
+            this._attachedToMesh = mesh;
+            var ray = this.ray;
+            if (!ray.direction) {
+                ray.direction = BABYLON.Vector3.Zero();
+            }
+            if (!ray.origin) {
+                ray.origin = BABYLON.Vector3.Zero();
+            }
+            if (length) {
+                ray.length = length;
+            }
+            if (!meshSpaceOrigin) {
+                meshSpaceOrigin = BABYLON.Vector3.Zero();
+            }
+            if (!meshSpaceDirection) {
+                // -1 so that this will work with Mesh.lookAt
+                meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
+            }
+            if (!this._meshSpaceDirection) {
+                this._meshSpaceDirection = meshSpaceDirection.clone();
+                this._meshSpaceOrigin = meshSpaceOrigin.clone();
+            }
+            else {
+                this._meshSpaceDirection.copyFrom(meshSpaceDirection);
+                this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
+            }
+            if (!this._updateToMeshFunction) {
+                this._updateToMeshFunction = this._updateToMesh.bind(this);
+                this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
+            }
+            this._updateToMesh();
+        };
+        RayHelper.prototype.detachFromMesh = function () {
+            if (this._attachedToMesh) {
+                this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
+                this._attachedToMesh = null;
+                this._updateToMeshFunction = null;
+            }
+        };
+        RayHelper.prototype._updateToMesh = function () {
+            var ray = this.ray;
+            if (this._attachedToMesh._isDisposed) {
+                this.detachFromMesh();
+                return;
+            }
+            this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
+            BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
+        };
+        RayHelper.prototype.dispose = function () {
+            this.hide();
+            this.detachFromMesh();
+            this.ray = null;
+        };
+        return RayHelper;
+    }());
+    BABYLON.RayHelper = RayHelper;
+})(BABYLON || (BABYLON = {}));
+
+//# sourceMappingURL=babylon.rayHelper.js.map
+
+var BABYLON;
+(function (BABYLON) {
     var DebugLayer = (function () {
         function DebugLayer(scene) {
             this._scene = scene;

+ 443 - 443
dist/preview release/babylon.module.d.ts

@@ -3889,108 +3889,117 @@ declare module BABYLON {
     }
 }
 
-declare module BABYLON.Debug {
-    class AxesViewer {
-        private _xline;
-        private _yline;
-        private _zline;
-        private _xmesh;
-        private _ymesh;
-        private _zmesh;
-        scene: Scene;
-        scaleLines: number;
-        constructor(scene: Scene, scaleLines?: number);
-        update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON.Debug {
-    class BoneAxesViewer extends Debug.AxesViewer {
-        mesh: Mesh;
-        bone: Bone;
-        pos: Vector3;
-        xaxis: Vector3;
-        yaxis: Vector3;
-        zaxis: Vector3;
-        constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
-        update(): void;
-        dispose(): void;
+declare module BABYLON {
+    class BoundingBox implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        vectors: Vector3[];
+        center: Vector3;
+        centerWorld: Vector3;
+        extendSize: Vector3;
+        extendSizeWorld: 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 {
-    class DebugLayer {
-        private _scene;
-        static InspectorURL: string;
-        private _inspector;
-        constructor(scene: Scene);
-        /** Creates the inspector window. */
-        private _createInspector(config?);
-        isVisible(): boolean;
-        hide(): void;
-        show(config?: {
-            popup?: boolean;
-            initialTab?: number;
-            parentElement?: HTMLElement;
-            newColors?: {
-                backgroundColor?: string;
-                backgroundColorLighter?: string;
-                backgroundColorLighter2?: string;
-                backgroundColorLighter3?: string;
-                color?: string;
-                colorTop?: string;
-                colorBot?: string;
-            };
-        }): void;
+    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 RayHelper {
-        ray: Ray;
-        private _renderPoints;
-        private _renderLine;
-        private _renderFunction;
-        private _scene;
-        private _updateToMeshFunction;
-        private _attachedToMesh;
-        private _meshSpaceDirection;
-        private _meshSpaceOrigin;
-        static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
-        constructor(ray: Ray);
-        show(scene: Scene, color: Color3): void;
-        hide(): void;
-        private _render();
-        attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
-        detachFromMesh(): void;
-        private _updateToMesh();
-        dispose(): void;
+    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.Debug {
-    /**
-    * Demo available here: http://www.babylonjs-playground.com/#1BZJVJ#8
-    */
-    class SkeletonViewer {
-        skeleton: Skeleton;
-        mesh: AbstractMesh;
-        autoUpdateBonesMatrices: boolean;
-        renderingGroupId: number;
-        color: Color3;
-        private _scene;
-        private _debugLines;
-        private _debugMesh;
-        private _isEnabled;
-        private _renderFunction;
-        constructor(skeleton: Skeleton, mesh: AbstractMesh, scene: Scene, autoUpdateBonesMatrices?: boolean, renderingGroupId?: number);
-        isEnabled: boolean;
-        private _getBonePosition(position, bone, meshMat, x?, y?, z?);
-        private _getLinesForBonesWithLength(bones, meshMat);
-        private _getLinesForBonesNoLength(bones, meshMat);
-        update(): void;
-        dispose(): void;
+declare module BABYLON {
+    class Ray {
+        origin: Vector3;
+        direction: Vector3;
+        length: number;
+        private _edge1;
+        private _edge2;
+        private _pvec;
+        private _tvec;
+        private _qvec;
+        private _tmpRay;
+        private _rayHelper;
+        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;
+        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
+        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
+        private _comparePickingInfo(pickingInfoA, pickingInfoB);
+        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;
+        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
     }
 }
 
@@ -4249,117 +4258,153 @@ declare module BABYLON {
     }
 }
 
-declare module BABYLON {
-    class BoundingBox implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        vectors: Vector3[];
-        center: Vector3;
-        centerWorld: Vector3;
-        extendSize: Vector3;
-        extendSizeWorld: 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.Debug {
+    class AxesViewer {
+        private _xline;
+        private _yline;
+        private _zline;
+        private _xmesh;
+        private _ymesh;
+        private _zmesh;
+        scene: Scene;
+        scaleLines: number;
+        constructor(scene: Scene, scaleLines?: number);
+        update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
+        dispose(): void;
     }
 }
 
-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.Debug {
+    class BoneAxesViewer extends Debug.AxesViewer {
+        mesh: Mesh;
+        bone: Bone;
+        pos: Vector3;
+        xaxis: Vector3;
+        yaxis: Vector3;
+        zaxis: Vector3;
+        constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
+        update(): void;
+        dispose(): void;
     }
 }
 
 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;
+    class DebugLayer {
+        private _scene;
+        static InspectorURL: string;
+        private _inspector;
+        constructor(scene: Scene);
+        /** Creates the inspector window. */
+        private _createInspector(config?);
+        isVisible(): boolean;
+        hide(): void;
+        show(config?: {
+            popup?: boolean;
+            initialTab?: number;
+            parentElement?: HTMLElement;
+            newColors?: {
+                backgroundColor?: string;
+                backgroundColorLighter?: string;
+                backgroundColorLighter2?: string;
+                backgroundColorLighter3?: string;
+                color?: string;
+                colorTop?: string;
+                colorBot?: string;
+            };
+        }): void;
     }
 }
 
 declare module BABYLON {
-    class Ray {
-        origin: Vector3;
-        direction: Vector3;
-        length: number;
-        private _edge1;
-        private _edge2;
-        private _pvec;
-        private _tvec;
-        private _qvec;
-        private _tmpRay;
-        private _rayHelper;
-        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;
-        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
-        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
-        private _comparePickingInfo(pickingInfoA, pickingInfoB);
-        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;
-        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
+    class RayHelper {
+        ray: Ray;
+        private _renderPoints;
+        private _renderLine;
+        private _renderFunction;
+        private _scene;
+        private _updateToMeshFunction;
+        private _attachedToMesh;
+        private _meshSpaceDirection;
+        private _meshSpaceOrigin;
+        static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
+        constructor(ray: Ray);
+        show(scene: Scene, color: Color3): void;
+        hide(): void;
+        private _render();
+        attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
+        detachFromMesh(): void;
+        private _updateToMesh();
+        dispose(): void;
+    }
+}
+
+declare module BABYLON.Debug {
+    /**
+    * Demo available here: http://www.babylonjs-playground.com/#1BZJVJ#8
+    */
+    class SkeletonViewer {
+        skeleton: Skeleton;
+        mesh: AbstractMesh;
+        autoUpdateBonesMatrices: boolean;
+        renderingGroupId: number;
+        color: Color3;
+        private _scene;
+        private _debugLines;
+        private _debugMesh;
+        private _isEnabled;
+        private _renderFunction;
+        constructor(skeleton: Skeleton, mesh: AbstractMesh, scene: Scene, autoUpdateBonesMatrices?: boolean, renderingGroupId?: number);
+        isEnabled: boolean;
+        private _getBonePosition(position, bone, meshMat, x?, y?, z?);
+        private _getLinesForBonesWithLength(bones, meshMat);
+        private _getLinesForBonesNoLength(bones, meshMat);
+        update(): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class LensFlare {
+        size: number;
+        position: number;
+        color: Color3;
+        texture: Texture;
+        alphaMode: number;
+        private _system;
+        constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
+        dispose: () => void;
+    }
+}
+
+declare module BABYLON {
+    class LensFlareSystem {
+        name: string;
+        lensFlares: LensFlare[];
+        borderLimit: number;
+        viewportBorder: number;
+        meshesSelectionPredicate: (mesh: Mesh) => boolean;
+        layerMask: number;
+        id: string;
+        private _scene;
+        private _emitter;
+        private _vertexBuffers;
+        private _indexBuffer;
+        private _effect;
+        private _positionX;
+        private _positionY;
+        private _isEnabled;
+        constructor(name: string, emitter: any, scene: Scene);
+        isEnabled: boolean;
+        getScene(): Scene;
+        getEmitter(): any;
+        setEmitter(newEmitter: any): void;
+        getEmitterPosition(): Vector3;
+        computeEffectivePosition(globalViewport: Viewport): boolean;
+        _isVisible(): boolean;
+        render(): boolean;
+        dispose(): void;
+        static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
+        serialize(): any;
     }
 }
 
@@ -4749,47 +4794,54 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class LensFlare {
-        size: number;
-        position: number;
-        color: Color3;
-        texture: Texture;
-        alphaMode: number;
-        private _system;
-        constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
-        dispose: () => void;
+    interface ISceneLoaderPluginExtensions {
+        [extension: string]: {
+            isBinary: boolean;
+        };
     }
-}
-
-declare module BABYLON {
-    class LensFlareSystem {
-        name: string;
-        lensFlares: LensFlare[];
-        borderLimit: number;
-        viewportBorder: number;
-        meshesSelectionPredicate: (mesh: Mesh) => boolean;
-        layerMask: number;
-        id: string;
-        private _scene;
-        private _emitter;
-        private _vertexBuffers;
-        private _indexBuffer;
-        private _effect;
-        private _positionX;
-        private _positionY;
-        private _isEnabled;
-        constructor(name: string, emitter: any, scene: Scene);
-        isEnabled: boolean;
-        getScene(): Scene;
-        getEmitter(): any;
-        setEmitter(newEmitter: any): void;
-        getEmitterPosition(): Vector3;
-        computeEffectivePosition(globalViewport: Viewport): boolean;
-        _isVisible(): boolean;
-        render(): boolean;
-        dispose(): void;
-        static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
-        serialize(): any;
+    interface ISceneLoaderPlugin {
+        extensions: string | ISceneLoaderPluginExtensions;
+        importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
+        load: (scene: Scene, data: string, rootUrl: string) => boolean;
+    }
+    interface ISceneLoaderPluginAsync {
+        extensions: string | ISceneLoaderPluginExtensions;
+        importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onsuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onerror: () => void) => void;
+        loadAsync: (scene: Scene, data: string, rootUrl: string, onsuccess: () => void, onerror: () => void) => void;
+    }
+    class SceneLoader {
+        private static _ForceFullSceneLoadingForIncremental;
+        private static _ShowLoadingScreen;
+        static readonly NO_LOGGING: number;
+        static readonly MINIMAL_LOGGING: number;
+        static readonly SUMMARY_LOGGING: number;
+        static readonly DETAILED_LOGGING: number;
+        private static _loggingLevel;
+        static ForceFullSceneLoadingForIncremental: boolean;
+        static ShowLoadingScreen: boolean;
+        static loggingLevel: number;
+        private static _registeredPlugins;
+        private static _getDefaultPlugin();
+        private static _getPluginForExtension(extension);
+        private static _getPluginForFilename(sceneFilename);
+        private static _getDirectLoad(sceneFilename);
+        static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
+        static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
+        static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, message: string, exception?: any) => void): void;
+        /**
+        * Load a scene
+        * @param rootUrl a string that defines the root url for scene and resources
+        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
+        * @param engine is the instance of BABYLON.Engine to use to create the scene
+        */
+        static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
+        /**
+        * Append a scene
+        * @param rootUrl a string that defines the root url for scene and resources
+        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
+        * @param scene is the instance of BABYLON.Scene to append to
+        */
+        static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
     }
 }
 
@@ -7932,122 +7984,16 @@ declare module BABYLON {
         position: Vector3;
         normal: Vector3;
         uv: Vector2;
-        constructor(position?: Vector3, normal?: Vector3, uv?: Vector2);
-        clone(): PositionNormalTextureVertex;
-    }
-    class Tmp {
-        static Color3: Color3[];
-        static Vector2: Vector2[];
-        static Vector3: Vector3[];
-        static Vector4: Vector4[];
-        static Quaternion: Quaternion[];
-        static Matrix: Matrix[];
-    }
-}
-
-declare module BABYLON {
-    interface ISceneLoaderPluginExtensions {
-        [extension: string]: {
-            isBinary: boolean;
-        };
-    }
-    interface ISceneLoaderPlugin {
-        extensions: string | ISceneLoaderPluginExtensions;
-        importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
-        load: (scene: Scene, data: string, rootUrl: string) => boolean;
-    }
-    interface ISceneLoaderPluginAsync {
-        extensions: string | ISceneLoaderPluginExtensions;
-        importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onsuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onerror: () => void) => void;
-        loadAsync: (scene: Scene, data: string, rootUrl: string, onsuccess: () => void, onerror: () => void) => void;
-    }
-    class SceneLoader {
-        private static _ForceFullSceneLoadingForIncremental;
-        private static _ShowLoadingScreen;
-        static readonly NO_LOGGING: number;
-        static readonly MINIMAL_LOGGING: number;
-        static readonly SUMMARY_LOGGING: number;
-        static readonly DETAILED_LOGGING: number;
-        private static _loggingLevel;
-        static ForceFullSceneLoadingForIncremental: boolean;
-        static ShowLoadingScreen: boolean;
-        static loggingLevel: number;
-        private static _registeredPlugins;
-        private static _getDefaultPlugin();
-        private static _getPluginForExtension(extension);
-        private static _getPluginForFilename(sceneFilename);
-        private static _getDirectLoad(sceneFilename);
-        static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
-        static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
-        static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, message: string, exception?: any) => void): void;
-        /**
-        * Load a scene
-        * @param rootUrl a string that defines the root url for scene and resources
-        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
-        * @param engine is the instance of BABYLON.Engine to use to create the scene
-        */
-        static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
-        /**
-        * Append a scene
-        * @param rootUrl a string that defines the root url for scene and resources
-        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
-        * @param scene is the instance of BABYLON.Scene to append to
-        */
-        static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
-    }
-}
-
-declare module BABYLON {
-    class MorphTarget {
-        name: string;
-        private _positions;
-        private _normals;
-        private _influence;
-        onInfluenceChanged: Observable<boolean>;
-        influence: number;
-        constructor(name: string, influence?: number);
-        readonly hasNormals: boolean;
-        setPositions(data: Float32Array | number[]): void;
-        getPositions(): Float32Array;
-        setNormals(data: Float32Array | number[]): void;
-        getNormals(): Float32Array;
-        /**
-         * Serializes the current target into a Serialization object.
-         * Returns the serialized object.
-         */
-        serialize(): any;
-        static Parse(serializationObject: any): MorphTarget;
-        static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
-    }
-}
-
-declare module BABYLON {
-    class MorphTargetManager {
-        private _targets;
-        private _targetObservable;
-        private _activeTargets;
-        private _scene;
-        private _influences;
-        private _supportsNormals;
-        private _vertexCount;
-        private _uniqueId;
-        constructor(scene?: Scene);
-        readonly uniqueId: number;
-        readonly vertexCount: number;
-        readonly supportsNormals: boolean;
-        readonly numInfluencers: number;
-        readonly influences: Float32Array;
-        getActiveTarget(index: number): MorphTarget;
-        addTarget(target: MorphTarget): void;
-        removeTarget(target: MorphTarget): void;
-        /**
-         * Serializes the current manager into a Serialization object.
-         * Returns the serialized object.
-         */
-        serialize(): any;
-        private _onInfluenceChanged(needUpdate);
-        private _syncActiveTargets(needUpdate);
-        static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
+        constructor(position?: Vector3, normal?: Vector3, uv?: Vector2);
+        clone(): PositionNormalTextureVertex;
+    }
+    class Tmp {
+        static Color3: Color3[];
+        static Vector2: Vector2[];
+        static Vector3: Vector3[];
+        static Vector4: Vector4[];
+        static Quaternion: Quaternion[];
+        static Matrix: Matrix[];
     }
 }
 
@@ -11273,6 +11219,60 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class MorphTarget {
+        name: string;
+        private _positions;
+        private _normals;
+        private _influence;
+        onInfluenceChanged: Observable<boolean>;
+        influence: number;
+        constructor(name: string, influence?: number);
+        readonly hasNormals: boolean;
+        setPositions(data: Float32Array | number[]): void;
+        getPositions(): Float32Array;
+        setNormals(data: Float32Array | number[]): void;
+        getNormals(): Float32Array;
+        /**
+         * Serializes the current target into a Serialization object.
+         * Returns the serialized object.
+         */
+        serialize(): any;
+        static Parse(serializationObject: any): MorphTarget;
+        static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
+    }
+}
+
+declare module BABYLON {
+    class MorphTargetManager {
+        private _targets;
+        private _targetObservable;
+        private _activeTargets;
+        private _scene;
+        private _influences;
+        private _supportsNormals;
+        private _vertexCount;
+        private _uniqueId;
+        constructor(scene?: Scene);
+        readonly uniqueId: number;
+        readonly vertexCount: number;
+        readonly supportsNormals: boolean;
+        readonly numInfluencers: number;
+        readonly influences: Float32Array;
+        getActiveTarget(index: number): MorphTarget;
+        addTarget(target: MorphTarget): void;
+        removeTarget(target: MorphTarget): void;
+        /**
+         * Serializes the current manager into a Serialization object.
+         * Returns the serialized object.
+         */
+        serialize(): any;
+        private _onInfluenceChanged(needUpdate);
+        private _syncActiveTargets(needUpdate);
+        static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
+    }
+}
+
+declare module BABYLON {
     class Particle {
         position: Vector3;
         direction: Vector3;
@@ -12090,6 +12090,29 @@ 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);
+        samples: number;
+        refreshRate: number;
+        getScene(): Scene;
+        readonly cubeTexture: RenderTargetTexture;
+        readonly renderList: AbstractMesh[];
+        attachToMesh(mesh: AbstractMesh): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
     class AnaglyphPostProcess extends PostProcess {
         private _passedProcess;
         constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
@@ -12763,29 +12786,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class ReflectionProbe {
-        name: string;
-        private _scene;
-        private _renderTargetTexture;
-        private _projectionMatrix;
-        private _viewMatrix;
-        private _target;
-        private _add;
-        private _attachedMesh;
-        invertYAxis: boolean;
-        position: Vector3;
-        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
-        samples: number;
-        refreshRate: number;
-        getScene(): Scene;
-        readonly cubeTexture: RenderTargetTexture;
-        readonly renderList: AbstractMesh[];
-        attachToMesh(mesh: AbstractMesh): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     class BoundingBoxRenderer {
         frontColor: Color3;
         backColor: Color3;
@@ -13024,6 +13024,76 @@ declare module BABYLON {
     }
 }
 
+declare module BABYLON {
+    class Sprite {
+        name: string;
+        position: Vector3;
+        color: Color4;
+        width: number;
+        height: number;
+        angle: number;
+        cellIndex: number;
+        invertU: number;
+        invertV: number;
+        disposeWhenFinishedAnimating: boolean;
+        animations: Animation[];
+        isPickable: boolean;
+        actionManager: ActionManager;
+        private _animationStarted;
+        private _loopAnimation;
+        private _fromIndex;
+        private _toIndex;
+        private _delay;
+        private _direction;
+        private _frameCount;
+        private _manager;
+        private _time;
+        private _onAnimationEnd;
+        size: number;
+        constructor(name: string, manager: SpriteManager);
+        playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
+        stopAnimation(): void;
+        _animate(deltaTime: number): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class SpriteManager {
+        name: string;
+        sprites: Sprite[];
+        renderingGroupId: number;
+        layerMask: number;
+        fogEnabled: boolean;
+        isPickable: boolean;
+        cellWidth: number;
+        cellHeight: number;
+        /**
+        * An event triggered when the manager is disposed.
+        * @type {BABYLON.Observable}
+        */
+        onDisposeObservable: Observable<SpriteManager>;
+        private _onDisposeObserver;
+        onDispose: () => void;
+        private _capacity;
+        private _spriteTexture;
+        private _epsilon;
+        private _scene;
+        private _vertexData;
+        private _buffer;
+        private _vertexBuffers;
+        private _indexBuffer;
+        private _effectBase;
+        private _effectFog;
+        texture: Texture;
+        constructor(name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
+        private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
+        intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): PickingInfo;
+        render(): void;
+        dispose(): void;
+    }
+}
+
 declare module BABYLON.Internals {
     class _AlphaState {
         private _isAlphaBlendDirty;
@@ -13101,76 +13171,6 @@ declare module BABYLON.Internals {
     }
 }
 
-declare module BABYLON {
-    class Sprite {
-        name: string;
-        position: Vector3;
-        color: Color4;
-        width: number;
-        height: number;
-        angle: number;
-        cellIndex: number;
-        invertU: number;
-        invertV: number;
-        disposeWhenFinishedAnimating: boolean;
-        animations: Animation[];
-        isPickable: boolean;
-        actionManager: ActionManager;
-        private _animationStarted;
-        private _loopAnimation;
-        private _fromIndex;
-        private _toIndex;
-        private _delay;
-        private _direction;
-        private _frameCount;
-        private _manager;
-        private _time;
-        private _onAnimationEnd;
-        size: number;
-        constructor(name: string, manager: SpriteManager);
-        playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
-        stopAnimation(): void;
-        _animate(deltaTime: number): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class SpriteManager {
-        name: string;
-        sprites: Sprite[];
-        renderingGroupId: number;
-        layerMask: number;
-        fogEnabled: boolean;
-        isPickable: boolean;
-        cellWidth: number;
-        cellHeight: number;
-        /**
-        * An event triggered when the manager is disposed.
-        * @type {BABYLON.Observable}
-        */
-        onDisposeObservable: Observable<SpriteManager>;
-        private _onDisposeObserver;
-        onDispose: () => void;
-        private _capacity;
-        private _spriteTexture;
-        private _epsilon;
-        private _scene;
-        private _vertexData;
-        private _buffer;
-        private _vertexBuffers;
-        private _indexBuffer;
-        private _effectBase;
-        private _effectFog;
-        texture: Texture;
-        constructor(name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
-        private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
-        intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): PickingInfo;
-        render(): void;
-        dispose(): void;
-    }
-}
-
 declare module BABYLON.Internals {
     class AndOrNotEvaluator {
         static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
@@ -14979,6 +14979,9 @@ declare module BABYLON {
     }
 }
 
+declare module BABYLON.Internals {
+}
+
 declare module BABYLON {
     class BaseTexture {
         name: string;
@@ -15519,9 +15522,6 @@ declare module BABYLON {
     }
 }
 
-declare module BABYLON.Internals {
-}
-
 declare module BABYLON {
     class CannonJSPlugin implements IPhysicsEnginePlugin {
         private _useDeltaForWorldStep;

Файловите разлики са ограничени, защото са твърде много
+ 26 - 26
dist/preview release/babylon.worker.js


+ 9 - 0
src/babylon.scene.ts

@@ -2325,6 +2325,9 @@
          * @return true if no such key were already present and the data was added successfully, false otherwise
          */
         public addExternalData<T>(key: string, data: T): boolean {
+            if (!this._externalData) {
+                this._externalData = new StringDictionary<Object>();
+            }
             return this._externalData.add(key, data);
         }
 
@@ -2334,6 +2337,9 @@
          * @return the associated data, if present (can be null), or undefined if not present
          */
         public getExternalData<T>(key: string): T {
+            if (!this._externalData) {
+                return null;
+            }
             return <T>this._externalData.get(key);
         }
 
@@ -2344,6 +2350,9 @@
          * @return the associated data, can be null if the factory returned null.
          */
         public getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T {
+            if (!this._externalData) {
+                this._externalData = new StringDictionary<Object>();
+            }
             return <T>this._externalData.getOrAddWithFactory(key, factory);
         }