David Catuhe пре 8 година
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f909fcb35a

Разлика између датотеке није приказан због своје велике величине
+ 1 - 1
dist/preview release/babylon.core.js


+ 226 - 226
dist/preview release/babylon.d.ts

@@ -2120,6 +2120,187 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class Analyser {
+        SMOOTHING: number;
+        FFT_SIZE: number;
+        BARGRAPHAMPLITUDE: number;
+        DEBUGCANVASPOS: {
+            x: number;
+            y: number;
+        };
+        DEBUGCANVASSIZE: {
+            width: number;
+            height: number;
+        };
+        private _byteFreqs;
+        private _byteTime;
+        private _floatFreqs;
+        private _webAudioAnalyser;
+        private _debugCanvas;
+        private _debugCanvasContext;
+        private _scene;
+        private _registerFunc;
+        private _audioEngine;
+        constructor(scene: Scene);
+        getFrequencyBinCount(): number;
+        getByteFrequencyData(): Uint8Array;
+        getByteTimeDomainData(): Uint8Array;
+        getFloatFrequencyData(): Uint8Array;
+        drawDebugCanvas(): void;
+        stopDebugCanvas(): void;
+        connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class AudioEngine {
+        private _audioContext;
+        private _audioContextInitialized;
+        canUseWebAudio: boolean;
+        masterGain: GainNode;
+        private _connectedAnalyser;
+        WarnedWebAudioUnsupported: boolean;
+        unlocked: boolean;
+        onAudioUnlocked: () => any;
+        isMP3supported: boolean;
+        isOGGsupported: boolean;
+        audioContext: AudioContext;
+        constructor();
+        private _unlockiOSaudio();
+        private _initializeAudioContext();
+        dispose(): void;
+        getGlobalVolume(): number;
+        setGlobalVolume(newVolume: number): void;
+        connectToAnalyser(analyser: Analyser): void;
+    }
+}
+
+declare module BABYLON {
+    class Sound {
+        name: string;
+        autoplay: boolean;
+        loop: boolean;
+        useCustomAttenuation: boolean;
+        soundTrackId: number;
+        spatialSound: boolean;
+        refDistance: number;
+        rolloffFactor: number;
+        maxDistance: number;
+        distanceModel: string;
+        private _panningModel;
+        onended: () => any;
+        private _playbackRate;
+        private _streaming;
+        private _startTime;
+        private _startOffset;
+        private _position;
+        private _localDirection;
+        private _volume;
+        private _isLoaded;
+        private _isReadyToPlay;
+        isPlaying: boolean;
+        isPaused: boolean;
+        private _isDirectional;
+        private _readyToPlayCallback;
+        private _audioBuffer;
+        private _soundSource;
+        private _streamingSource;
+        private _soundPanner;
+        private _soundGain;
+        private _inputAudioNode;
+        private _ouputAudioNode;
+        private _coneInnerAngle;
+        private _coneOuterAngle;
+        private _coneOuterGain;
+        private _scene;
+        private _connectedMesh;
+        private _customAttenuationFunction;
+        private _registerFunc;
+        private _isOutputConnected;
+        private _htmlAudioElement;
+        private _urlType;
+        /**
+        * Create a sound and attach it to a scene
+        * @param name Name of your sound
+        * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
+        * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
+        * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
+        */
+        constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
+        dispose(): void;
+        private _soundLoaded(audioData);
+        setAudioBuffer(audioBuffer: AudioBuffer): void;
+        updateOptions(options: any): void;
+        private _createSpatialParameters();
+        private _updateSpatialParameters();
+        switchPanningModelToHRTF(): void;
+        switchPanningModelToEqualPower(): void;
+        private _switchPanningModel();
+        connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
+        /**
+        * Transform this sound into a directional source
+        * @param coneInnerAngle Size of the inner cone in degree
+        * @param coneOuterAngle Size of the outer cone in degree
+        * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
+        */
+        setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
+        setPosition(newPosition: Vector3): void;
+        setLocalDirectionToMesh(newLocalDirection: Vector3): void;
+        private _updateDirection();
+        updateDistanceFromListener(): void;
+        setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
+        /**
+        * Play the sound
+        * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
+        * @param offset (optional) Start the sound setting it at a specific time
+        */
+        play(time?: number, offset?: number): void;
+        private _onended();
+        /**
+        * Stop the sound
+        * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
+        */
+        stop(time?: number): void;
+        pause(): void;
+        setVolume(newVolume: number, time?: number): void;
+        setPlaybackRate(newPlaybackRate: number): void;
+        getVolume(): number;
+        attachToMesh(meshToConnectTo: AbstractMesh): void;
+        detachFromMesh(): void;
+        private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
+        clone(): Sound;
+        getAudioBuffer(): AudioBuffer;
+        serialize(): any;
+        static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
+    }
+}
+
+declare module BABYLON {
+    class SoundTrack {
+        private _outputAudioNode;
+        private _inputAudioNode;
+        private _trackConvolver;
+        private _scene;
+        id: number;
+        soundCollection: Array<Sound>;
+        private _isMainTrack;
+        private _connectedAnalyser;
+        private _options;
+        private _isInitialized;
+        constructor(scene: Scene, options?: any);
+        private _initializeSoundTrackAudioGraph();
+        dispose(): void;
+        AddSound(sound: Sound): void;
+        RemoveSound(sound: Sound): void;
+        setVolume(newVolume: number): void;
+        switchPanningModelToHRTF(): void;
+        switchPanningModelToEqualPower(): void;
+        connectToAnalyser(analyser: Analyser): void;
+    }
+}
+
+declare module BABYLON {
     class Animatable {
         target: any;
         fromFrame: number;
@@ -2347,187 +2528,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class Analyser {
-        SMOOTHING: number;
-        FFT_SIZE: number;
-        BARGRAPHAMPLITUDE: number;
-        DEBUGCANVASPOS: {
-            x: number;
-            y: number;
-        };
-        DEBUGCANVASSIZE: {
-            width: number;
-            height: number;
-        };
-        private _byteFreqs;
-        private _byteTime;
-        private _floatFreqs;
-        private _webAudioAnalyser;
-        private _debugCanvas;
-        private _debugCanvasContext;
-        private _scene;
-        private _registerFunc;
-        private _audioEngine;
-        constructor(scene: Scene);
-        getFrequencyBinCount(): number;
-        getByteFrequencyData(): Uint8Array;
-        getByteTimeDomainData(): Uint8Array;
-        getFloatFrequencyData(): Uint8Array;
-        drawDebugCanvas(): void;
-        stopDebugCanvas(): void;
-        connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class AudioEngine {
-        private _audioContext;
-        private _audioContextInitialized;
-        canUseWebAudio: boolean;
-        masterGain: GainNode;
-        private _connectedAnalyser;
-        WarnedWebAudioUnsupported: boolean;
-        unlocked: boolean;
-        onAudioUnlocked: () => any;
-        isMP3supported: boolean;
-        isOGGsupported: boolean;
-        audioContext: AudioContext;
-        constructor();
-        private _unlockiOSaudio();
-        private _initializeAudioContext();
-        dispose(): void;
-        getGlobalVolume(): number;
-        setGlobalVolume(newVolume: number): void;
-        connectToAnalyser(analyser: Analyser): void;
-    }
-}
-
-declare module BABYLON {
-    class Sound {
-        name: string;
-        autoplay: boolean;
-        loop: boolean;
-        useCustomAttenuation: boolean;
-        soundTrackId: number;
-        spatialSound: boolean;
-        refDistance: number;
-        rolloffFactor: number;
-        maxDistance: number;
-        distanceModel: string;
-        private _panningModel;
-        onended: () => any;
-        private _playbackRate;
-        private _streaming;
-        private _startTime;
-        private _startOffset;
-        private _position;
-        private _localDirection;
-        private _volume;
-        private _isLoaded;
-        private _isReadyToPlay;
-        isPlaying: boolean;
-        isPaused: boolean;
-        private _isDirectional;
-        private _readyToPlayCallback;
-        private _audioBuffer;
-        private _soundSource;
-        private _streamingSource;
-        private _soundPanner;
-        private _soundGain;
-        private _inputAudioNode;
-        private _ouputAudioNode;
-        private _coneInnerAngle;
-        private _coneOuterAngle;
-        private _coneOuterGain;
-        private _scene;
-        private _connectedMesh;
-        private _customAttenuationFunction;
-        private _registerFunc;
-        private _isOutputConnected;
-        private _htmlAudioElement;
-        private _urlType;
-        /**
-        * Create a sound and attach it to a scene
-        * @param name Name of your sound
-        * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
-        * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
-        * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
-        */
-        constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
-        dispose(): void;
-        private _soundLoaded(audioData);
-        setAudioBuffer(audioBuffer: AudioBuffer): void;
-        updateOptions(options: any): void;
-        private _createSpatialParameters();
-        private _updateSpatialParameters();
-        switchPanningModelToHRTF(): void;
-        switchPanningModelToEqualPower(): void;
-        private _switchPanningModel();
-        connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
-        /**
-        * Transform this sound into a directional source
-        * @param coneInnerAngle Size of the inner cone in degree
-        * @param coneOuterAngle Size of the outer cone in degree
-        * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
-        */
-        setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
-        setPosition(newPosition: Vector3): void;
-        setLocalDirectionToMesh(newLocalDirection: Vector3): void;
-        private _updateDirection();
-        updateDistanceFromListener(): void;
-        setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
-        /**
-        * Play the sound
-        * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
-        * @param offset (optional) Start the sound setting it at a specific time
-        */
-        play(time?: number, offset?: number): void;
-        private _onended();
-        /**
-        * Stop the sound
-        * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
-        */
-        stop(time?: number): void;
-        pause(): void;
-        setVolume(newVolume: number, time?: number): void;
-        setPlaybackRate(newPlaybackRate: number): void;
-        getVolume(): number;
-        attachToMesh(meshToConnectTo: AbstractMesh): void;
-        detachFromMesh(): void;
-        private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
-        clone(): Sound;
-        getAudioBuffer(): AudioBuffer;
-        serialize(): any;
-        static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
-    }
-}
-
-declare module BABYLON {
-    class SoundTrack {
-        private _outputAudioNode;
-        private _inputAudioNode;
-        private _trackConvolver;
-        private _scene;
-        id: number;
-        soundCollection: Array<Sound>;
-        private _isMainTrack;
-        private _connectedAnalyser;
-        private _options;
-        private _isInitialized;
-        constructor(scene: Scene, options?: any);
-        private _initializeSoundTrackAudioGraph();
-        dispose(): void;
-        AddSound(sound: Sound): void;
-        RemoveSound(sound: Sound): void;
-        setVolume(newVolume: number): void;
-        switchPanningModelToHRTF(): void;
-        switchPanningModelToEqualPower(): void;
-        connectToAnalyser(analyser: Analyser): void;
-    }
-}
-
-declare module BABYLON {
     class Bone extends Node {
         name: string;
         children: Bone[];
@@ -3482,51 +3482,6 @@ declare module BABYLON.Debug {
 }
 
 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;
-    }
-}
-
-declare module BABYLON {
     /**
      * Highlight layer options. This helps customizing the behaviour
      * of the highlight layer.
@@ -3777,6 +3732,51 @@ 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;
+    }
+}
+
+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;
+    }
+}
+
+declare module BABYLON {
     class DirectionalLight extends Light implements IShadowLight {
         position: Vector3;
         direction: Vector3;

Разлика између датотеке није приказан због своје велике величине
+ 4 - 4
dist/preview release/babylon.js


Разлика између датотеке није приказан због своје велике величине
+ 2 - 6
dist/preview release/babylon.max.js


Разлика између датотеке није приказан због своје велике величине
+ 4 - 4
dist/preview release/babylon.noworker.js


+ 1 - 5
src/Materials/babylon.pbrMaterial.js

@@ -775,10 +775,6 @@ var BABYLON;
                 BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, this._defines, fallbacks);
                 BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, this._defines);
                 // Legacy browser patch
-                var shaderName = "pbr";
-                if (!scene.getEngine().getCaps().standardDerivatives) {
-                    shaderName = "legacypbr";
-                }
                 var join = this._defines.toString();
                 var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
                     "vFogInfos", "vFogColor", "pointSize",
@@ -799,7 +795,7 @@ var BABYLON;
                 BABYLON.ColorCurves.PrepareUniforms(uniforms);
                 BABYLON.ColorGradingTexture.PrepareUniformsAndSamplers(uniforms, samplers);
                 BABYLON.MaterialHelper.PrepareUniformsAndSamplersList(uniforms, samplers, this._defines, this.maxSimultaneousLights);
-                this._effect = scene.getEngine().createEffect(shaderName, attribs, uniforms, samplers, join, fallbacks, this.onCompiled, this.onError, { maxSimultaneousLights: this.maxSimultaneousLights });
+                this._effect = scene.getEngine().createEffect("pbr", attribs, uniforms, samplers, join, fallbacks, this.onCompiled, this.onError, { maxSimultaneousLights: this.maxSimultaneousLights });
             }
             if (!this._effect.isReady()) {
                 return false;