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@@ -15929,6 +15929,9 @@ var BABYLON;
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}
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else {
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texture.generateMipMaps = !noMipmap;
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+ if (type === Engine.TEXTURETYPE_FLOAT && !_this._caps.textureFloatLinearFiltering) {
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+ texture.generateMipMaps = false;
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+ }
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_this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
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}
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texture.isReady = true;
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@@ -21544,135 +21547,6 @@ var BABYLON;
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_this._resyncMeshes();
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return _this;
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}
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- Object.defineProperty(Light, "LIGHTMAP_DEFAULT", {
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- /**
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- * If every light affecting the material is in this lightmapMode,
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- * material.lightmapTexture adds or multiplies
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- * (depends on material.useLightmapAsShadowmap)
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- * after every other light calculations.
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- */
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- get: function () {
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- return Light._LIGHTMAP_DEFAULT;
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- },
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- enumerable: true,
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- configurable: true
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- });
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- Object.defineProperty(Light, "LIGHTMAP_SPECULAR", {
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- /**
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- * material.lightmapTexture as only diffuse lighting from this light
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- * adds only specular lighting from this light
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- * adds dynamic shadows
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- */
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- get: function () {
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- return Light._LIGHTMAP_SPECULAR;
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- },
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- enumerable: true,
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- configurable: true
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- });
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- Object.defineProperty(Light, "LIGHTMAP_SHADOWSONLY", {
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- /**
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- * material.lightmapTexture as only lighting
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- * no light calculation from this light
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- * only adds dynamic shadows from this light
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- */
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- get: function () {
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- return Light._LIGHTMAP_SHADOWSONLY;
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- },
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- enumerable: true,
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- configurable: true
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- });
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- Object.defineProperty(Light, "INTENSITYMODE_AUTOMATIC", {
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- /**
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- * Each light type uses the default quantity according to its type:
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- * point/spot lights use luminous intensity
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- * directional lights use illuminance
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- */
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- get: function () {
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- return Light._INTENSITYMODE_AUTOMATIC;
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- },
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- enumerable: true,
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- configurable: true
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- });
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- Object.defineProperty(Light, "INTENSITYMODE_LUMINOUSPOWER", {
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- /**
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- * lumen (lm)
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- */
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- get: function () {
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- return Light._INTENSITYMODE_LUMINOUSPOWER;
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- },
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- enumerable: true,
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- configurable: true
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- });
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- Object.defineProperty(Light, "INTENSITYMODE_LUMINOUSINTENSITY", {
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- /**
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- * candela (lm/sr)
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- */
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- get: function () {
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- return Light._INTENSITYMODE_LUMINOUSINTENSITY;
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- },
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- enumerable: true,
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- configurable: true
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- });
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- Object.defineProperty(Light, "INTENSITYMODE_ILLUMINANCE", {
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- /**
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- * lux (lm/m^2)
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- */
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- get: function () {
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- return Light._INTENSITYMODE_ILLUMINANCE;
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- },
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- enumerable: true,
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- configurable: true
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- });
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- Object.defineProperty(Light, "INTENSITYMODE_LUMINANCE", {
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- /**
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- * nit (cd/m^2)
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- */
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- get: function () {
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- return Light._INTENSITYMODE_LUMINANCE;
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- },
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- enumerable: true,
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- configurable: true
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- });
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- Object.defineProperty(Light, "LIGHTTYPEID_POINTLIGHT", {
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- /**
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- * Light type const id of the point light.
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- */
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- get: function () {
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- return Light._LIGHTTYPEID_POINTLIGHT;
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- },
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- enumerable: true,
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- configurable: true
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- });
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- Object.defineProperty(Light, "LIGHTTYPEID_DIRECTIONALLIGHT", {
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- /**
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- * Light type const id of the directional light.
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- */
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- get: function () {
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- return Light._LIGHTTYPEID_DIRECTIONALLIGHT;
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- },
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- enumerable: true,
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- configurable: true
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- });
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- Object.defineProperty(Light, "LIGHTTYPEID_SPOTLIGHT", {
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- /**
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- * Light type const id of the spot light.
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- */
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- get: function () {
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- return Light._LIGHTTYPEID_SPOTLIGHT;
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- },
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- enumerable: true,
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- configurable: true
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- });
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- Object.defineProperty(Light, "LIGHTTYPEID_HEMISPHERICLIGHT", {
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- /**
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- * Light type const id of the hemispheric light.
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- */
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- get: function () {
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- return Light._LIGHTTYPEID_HEMISPHERICLIGHT;
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- },
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- enumerable: true,
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- configurable: true
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- });
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Object.defineProperty(Light.prototype, "intensityMode", {
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/**
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* Gets the photometric scale used to interpret the intensity.
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@@ -22016,16 +21890,11 @@ var BABYLON;
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* @returns the constructor function
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*/
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Light.GetConstructorFromName = function (type, name, scene) {
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- switch (type) {
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- case 0:
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- return function () { return new BABYLON.PointLight(name, BABYLON.Vector3.Zero(), scene); };
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- case 1:
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- return function () { return new BABYLON.DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
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- case 2:
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- return function () { return new BABYLON.SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
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- case 3:
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- return function () { return new BABYLON.HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
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+ var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
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+ if (constructorFunc) {
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+ return constructorFunc;
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}
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+ // Default to no light for none present once.
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return null;
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};
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/**
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@@ -22205,20 +22074,65 @@ var BABYLON;
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this.getScene().sortLightsByPriority();
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};
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//lightmapMode Consts
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- Light._LIGHTMAP_DEFAULT = 0;
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- Light._LIGHTMAP_SPECULAR = 1;
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- Light._LIGHTMAP_SHADOWSONLY = 2;
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+ /**
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+ * If every light affecting the material is in this lightmapMode,
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+ * material.lightmapTexture adds or multiplies
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+ * (depends on material.useLightmapAsShadowmap)
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+ * after every other light calculations.
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+ */
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+ Light.LIGHTMAP_DEFAULT = 0;
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+ /**
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+ * material.lightmapTexture as only diffuse lighting from this light
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+ * adds only specular lighting from this light
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+ * adds dynamic shadows
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+ */
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+ Light.LIGHTMAP_SPECULAR = 1;
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+ /**
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+ * material.lightmapTexture as only lighting
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+ * no light calculation from this light
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+ * only adds dynamic shadows from this light
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+ */
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+ Light.LIGHTMAP_SHADOWSONLY = 2;
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// Intensity Mode Consts
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- Light._INTENSITYMODE_AUTOMATIC = 0;
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- Light._INTENSITYMODE_LUMINOUSPOWER = 1;
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- Light._INTENSITYMODE_LUMINOUSINTENSITY = 2;
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- Light._INTENSITYMODE_ILLUMINANCE = 3;
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- Light._INTENSITYMODE_LUMINANCE = 4;
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+ /**
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+ * Each light type uses the default quantity according to its type:
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+ * point/spot lights use luminous intensity
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+ * directional lights use illuminance
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+ */
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+ Light.INTENSITYMODE_AUTOMATIC = 0;
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+ /**
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+ * lumen (lm)
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+ */
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+ Light.INTENSITYMODE_LUMINOUSPOWER = 1;
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+ /**
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+ * candela (lm/sr)
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+ */
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+ Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
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+ /**
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+ * lux (lm/m^2)
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+ */
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+ Light.INTENSITYMODE_ILLUMINANCE = 3;
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+ /**
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+ * nit (cd/m^2)
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+ */
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+ Light.INTENSITYMODE_LUMINANCE = 4;
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// Light types ids const.
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- Light._LIGHTTYPEID_POINTLIGHT = 0;
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- Light._LIGHTTYPEID_DIRECTIONALLIGHT = 1;
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- Light._LIGHTTYPEID_SPOTLIGHT = 2;
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- Light._LIGHTTYPEID_HEMISPHERICLIGHT = 3;
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+ /**
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+ * Light type const id of the point light.
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+ */
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+ Light.LIGHTTYPEID_POINTLIGHT = 0;
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+ /**
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+ * Light type const id of the directional light.
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+ */
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+ Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
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+ /**
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+ * Light type const id of the spot light.
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+ */
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+ Light.LIGHTTYPEID_SPOTLIGHT = 2;
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+ /**
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+ * Light type const id of the hemispheric light.
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+ */
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+ Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
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__decorate([
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BABYLON.serializeAsColor3()
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], Light.prototype, "diffuse", void 0);
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@@ -28929,7 +28843,8 @@ var BABYLON;
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};
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/**
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* Creates a default light for the scene.
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- * @param replace Whether to replace the existing lights in the scene.
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+ * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
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+ * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
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*/
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Scene.prototype.createDefaultLight = function (replace) {
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if (replace === void 0) { replace = false; }
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@@ -28948,9 +28863,10 @@ var BABYLON;
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};
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/**
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* Creates a default camera for the scene.
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- * @param createArcRotateCamera Whether to create an arc rotate or a free camera.
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- * @param replace Whether to replace the existing active camera in the scene.
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- * @param attachCameraControls Whether to attach camera controls to the canvas.
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+ * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
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+ * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
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+ * @param replace has default false, when true replaces the active camera in the scene
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+ * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
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*/
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Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
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if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
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@@ -28997,10 +28913,11 @@ var BABYLON;
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}
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};
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/**
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- * Creates a default camera and a default light
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- * @param createArcRotateCamera defines that the camera will be an ArcRotateCamera
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- * @param replace defines if the camera and/or light will replace the existing ones
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- * @param attachCameraControls defines if attachControl will be called on the new camera
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+ * Creates a default camera and a default light.
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+ * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
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+ * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
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+ * @param replace has the default false, when true replaces the active camera/light in the scene
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+ * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
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*/
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Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
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if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
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@@ -29011,12 +28928,12 @@ var BABYLON;
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};
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/**
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* Creates a new sky box
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- * @see http://doc.babylonjs.com/babylon101/environment#skybox
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+ * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
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* @param environmentTexture defines the texture to use as environment texture
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- * @param pbr defines if PBRMaterial must be used instead of StandardMaterial
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+ * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
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* @param scale defines the overall scale of the skybox
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- * @param blur defines if blurring must be applied to the environment texture (works only with pbr === true)
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- * @param setGlobalEnvTexture defines a boolean indicating that scene.environmentTexture must match the current skybox texture (true by default)
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+ * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
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+ * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
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* @returns a new mesh holding the sky box
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*/
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Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
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@@ -29063,7 +28980,7 @@ var BABYLON;
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};
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/**
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* Creates a new environment
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- * @see http://doc.babylonjs.com/babylon101/environment#skybox
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+ * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
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* @param options defines the options you can use to configure the environment
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* @returns the new EnvironmentHelper
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*/
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@@ -41316,22 +41233,7 @@ var BABYLON;
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defines["HEMILIGHT" + lightIndex] = false;
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defines["POINTLIGHT" + lightIndex] = false;
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defines["DIRLIGHT" + lightIndex] = false;
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- var type;
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- if (light.getTypeID() === BABYLON.Light.LIGHTTYPEID_SPOTLIGHT) {
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- type = "SPOTLIGHT" + lightIndex;
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- var spotLight = light;
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- defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = spotLight.projectionTexture ? true : false;
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- }
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- else if (light.getTypeID() === BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT) {
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- type = "HEMILIGHT" + lightIndex;
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- }
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- else if (light.getTypeID() === BABYLON.Light.LIGHTTYPEID_POINTLIGHT) {
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- type = "POINTLIGHT" + lightIndex;
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- }
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- else {
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- type = "DIRLIGHT" + lightIndex;
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- }
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- defines[type] = true;
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+ light.prepareLightSpecificDefines(defines, lightIndex);
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// Specular
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if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
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specularEnabled = true;
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@@ -48257,6 +48159,9 @@ var BABYLON;
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var BABYLON;
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(function (BABYLON) {
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+ BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
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+ return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
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+ });
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/**
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* The HemisphericLight simulates the ambient environment light,
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* so the passed direction is the light reflection direction, not the incoming direction.
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@@ -48343,6 +48248,14 @@ var BABYLON;
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HemisphericLight.prototype.getTypeID = function () {
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return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
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};
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+ /**
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+ * Prepares the list of defines specific to the light type.
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+ * @param defines the list of defines
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+ * @param lightIndex defines the index of the light for the effect
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+ */
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+ HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
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+ defines["HEMILIGHT" + lightIndex] = true;
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+ };
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__decorate([
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BABYLON.serializeAsColor3()
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], HemisphericLight.prototype, "groundColor", void 0);
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@@ -48603,6 +48516,9 @@ var BABYLON;
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var BABYLON;
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(function (BABYLON) {
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+ BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
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+ return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
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+ });
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/**
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* A point light is a light defined by an unique point in world space.
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* The light is emitted in every direction from this point.
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@@ -48758,6 +48674,14 @@ var BABYLON;
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this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
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return this;
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};
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+ /**
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+ * Prepares the list of defines specific to the light type.
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+ * @param defines the list of defines
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+ * @param lightIndex defines the index of the light for the effect
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+ */
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+ PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
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+ defines["POINTLIGHT" + lightIndex] = true;
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+ };
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__decorate([
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BABYLON.serialize()
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], PointLight.prototype, "shadowAngle", null);
|
|
@@ -48776,6 +48700,9 @@ var BABYLON;
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var BABYLON;
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(function (BABYLON) {
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+ BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
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+ return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
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+ });
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/**
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* A directional light is defined by a direction (what a surprise!).
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* The light is emitted from everywhere in the specified direction, and has an infinite range.
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@@ -48970,6 +48897,14 @@ var BABYLON;
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DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
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return 1;
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};
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+ /**
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+ * Prepares the list of defines specific to the light type.
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+ * @param defines the list of defines
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+ * @param lightIndex defines the index of the light for the effect
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+ */
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+ DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
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+ defines["DIRLIGHT" + lightIndex] = true;
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+ };
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__decorate([
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BABYLON.serialize()
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], DirectionalLight.prototype, "shadowFrustumSize", null);
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@@ -48994,6 +48929,9 @@ var BABYLON;
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var BABYLON;
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(function (BABYLON) {
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+ BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
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+ return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
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+ });
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/**
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* A spot light is defined by a position, a direction, an angle, and an exponent.
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* These values define a cone of light starting from the position, emitting toward the direction.
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@@ -49262,6 +49200,15 @@ var BABYLON;
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this._projectionTexture.dispose();
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}
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};
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+ /**
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+ * Prepares the list of defines specific to the light type.
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+ * @param defines the list of defines
|
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|
+ * @param lightIndex defines the index of the light for the effect
|
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+ */
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+ SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
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+ defines["SPOTLIGHT" + lightIndex] = true;
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+ defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
|
|
|
+ };
|
|
|
__decorate([
|
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|
BABYLON.serialize()
|
|
|
], SpotLight.prototype, "angle", null);
|
|
@@ -67651,7 +67598,6 @@ var BABYLON;
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|
* @returns The parsed shadow generator
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*/
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|
|
ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
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|
- //casting to point light, as light is missing the position attr and typescript complains.
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|
var light = scene.getLightByID(parsedShadowGenerator.lightId);
|
|
|
var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
|
|
|
var shadowMap = shadowGenerator.getShadowMap();
|
|
@@ -88953,8 +88899,8 @@ var BABYLON;
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|
|
var DebugLayer = /** @class */ (function () {
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|
|
function DebugLayer(scene) {
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|
|
this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
|
|
|
+ this.onPropertyChangedObservable = new BABYLON.Observable();
|
|
|
this._scene = scene;
|
|
|
- // load inspector using require, if it doesn't exist on the global namespace.
|
|
|
}
|
|
|
/** Creates the inspector window. */
|
|
|
DebugLayer.prototype._createInspector = function (config) {
|
|
@@ -88965,7 +88911,7 @@ var BABYLON;
|
|
|
if (!this._inspector) {
|
|
|
this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
|
|
|
this._inspector = new this.BJSINSPECTOR.Inspector(this._scene, popup, initialTab, parentElement, config.newColors);
|
|
|
- } // else nothing to do,; instance is already existing
|
|
|
+ } // else nothing to do as instance is already created
|
|
|
};
|
|
|
DebugLayer.prototype.isVisible = function () {
|
|
|
if (!this._inspector) {
|
|
@@ -89015,7 +88961,6 @@ var BABYLON;
|
|
|
else {
|
|
|
// Otherwise creates the inspector
|
|
|
this._createInspector(config);
|
|
|
- this.onPropertyChangedObservable = new BABYLON.Observable();
|
|
|
}
|
|
|
};
|
|
|
/**
|
|
@@ -96057,6 +96002,9 @@ var BABYLON;
|
|
|
return false;
|
|
|
}
|
|
|
var mesh = abstractMesh;
|
|
|
+ if (mesh.isDisposed()) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
if (!mesh.isVisible || !mesh.isEnabled()) {
|
|
|
return false;
|
|
|
}
|