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npm 3.2.0.alpha7

Raanan Weber 7 anos atrás
pai
commit
0d800c813d

Diferenças do arquivo suprimidas por serem muito extensas
+ 108664 - 69
Viewer/dist/viewer.js


Diferenças do arquivo suprimidas por serem muito extensas
+ 14 - 14
Viewer/dist/viewer.min.js


Diferenças do arquivo suprimidas por serem muito extensas
+ 14941 - 14941
dist/preview release/babylon.d.ts


Diferenças do arquivo suprimidas por serem muito extensas
+ 35 - 35
dist/preview release/babylon.js


+ 10 - 5
dist/preview release/babylon.max.js

@@ -24569,6 +24569,11 @@ var BABYLON;
                 var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
                 var camera;
                 var radius = worldSize.length() * 1.5;
+                // empty scene scenario!
+                if (!isFinite(radius)) {
+                    radius = 1;
+                    worldCenter.copyFromFloats(0, 0, 0);
+                }
                 if (createArcRotateCamera) {
                     var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
                     arcRotateCamera.lowerRadiusLimit = radius * 0.01;
@@ -51616,10 +51621,10 @@ var BABYLON;
             this._sinYaw = 0.0;
             this._cosYaw = 0.0;
             this._mustUnrotateFixedNormals = false;
-            this._minimum = BABYLON.Tmp.Vector3[0];
-            this._maximum = BABYLON.Tmp.Vector3[1];
-            this._minBbox = BABYLON.Tmp.Vector3[4];
-            this._maxBbox = BABYLON.Tmp.Vector3[5];
+            this._minimum = BABYLON.Vector3.Zero();
+            this._maximum = BABYLON.Vector3.Zero();
+            this._minBbox = BABYLON.Vector3.Zero();
+            this._maxBbox = BABYLON.Vector3.Zero();
             this._particlesIntersect = false;
             this._depthSortFunction = function (p1, p2) {
                 return (p2.sqDistance - p1.sqDistance);
@@ -51732,7 +51737,7 @@ var BABYLON;
             var facetInd = []; // submesh indices
             var facetUV = []; // submesh UV
             var facetCol = []; // submesh colors
-            var barycenter = BABYLON.Tmp.Vector3[0];
+            var barycenter = BABYLON.Vector3.Zero();
             var sizeO = size;
             while (f < totalFacets) {
                 size = sizeO + Math.floor((1 + delta) * Math.random());

Diferenças do arquivo suprimidas por serem muito extensas
+ 35 - 35
dist/preview release/babylon.worker.js


Diferenças do arquivo suprimidas por serem muito extensas
+ 2355 - 2355
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.d.ts


Diferenças do arquivo suprimidas por serem muito extensas
+ 20 - 20
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.js


+ 10 - 5
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.max.js

@@ -24569,6 +24569,11 @@ var BABYLON;
                 var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
                 var camera;
                 var radius = worldSize.length() * 1.5;
+                // empty scene scenario!
+                if (!isFinite(radius)) {
+                    radius = 1;
+                    worldCenter.copyFromFloats(0, 0, 0);
+                }
                 if (createArcRotateCamera) {
                     var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
                     arcRotateCamera.lowerRadiusLimit = radius * 0.01;
@@ -51410,10 +51415,10 @@ var BABYLON;
             this._sinYaw = 0.0;
             this._cosYaw = 0.0;
             this._mustUnrotateFixedNormals = false;
-            this._minimum = BABYLON.Tmp.Vector3[0];
-            this._maximum = BABYLON.Tmp.Vector3[1];
-            this._minBbox = BABYLON.Tmp.Vector3[4];
-            this._maxBbox = BABYLON.Tmp.Vector3[5];
+            this._minimum = BABYLON.Vector3.Zero();
+            this._maximum = BABYLON.Vector3.Zero();
+            this._minBbox = BABYLON.Vector3.Zero();
+            this._maxBbox = BABYLON.Vector3.Zero();
             this._particlesIntersect = false;
             this._depthSortFunction = function (p1, p2) {
                 return (p2.sqDistance - p1.sqDistance);
@@ -51526,7 +51531,7 @@ var BABYLON;
             var facetInd = []; // submesh indices
             var facetUV = []; // submesh UV
             var facetCol = []; // submesh colors
-            var barycenter = BABYLON.Tmp.Vector3[0];
+            var barycenter = BABYLON.Vector3.Zero();
             var sizeO = size;
             while (f < totalFacets) {
                 size = sizeO + Math.floor((1 + delta) * Math.random());

+ 10 - 5
dist/preview release/customConfigurations/minimalGLTFViewer/es6.js

@@ -24555,6 +24555,11 @@ var BABYLON;
                 var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
                 var camera;
                 var radius = worldSize.length() * 1.5;
+                // empty scene scenario!
+                if (!isFinite(radius)) {
+                    radius = 1;
+                    worldCenter.copyFromFloats(0, 0, 0);
+                }
                 if (createArcRotateCamera) {
                     var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
                     arcRotateCamera.lowerRadiusLimit = radius * 0.01;
@@ -51396,10 +51401,10 @@ var BABYLON;
             this._sinYaw = 0.0;
             this._cosYaw = 0.0;
             this._mustUnrotateFixedNormals = false;
-            this._minimum = BABYLON.Tmp.Vector3[0];
-            this._maximum = BABYLON.Tmp.Vector3[1];
-            this._minBbox = BABYLON.Tmp.Vector3[4];
-            this._maxBbox = BABYLON.Tmp.Vector3[5];
+            this._minimum = BABYLON.Vector3.Zero();
+            this._maximum = BABYLON.Vector3.Zero();
+            this._minBbox = BABYLON.Vector3.Zero();
+            this._maxBbox = BABYLON.Vector3.Zero();
             this._particlesIntersect = false;
             this._depthSortFunction = function (p1, p2) {
                 return (p2.sqDistance - p1.sqDistance);
@@ -51512,7 +51517,7 @@ var BABYLON;
             var facetInd = []; // submesh indices
             var facetUV = []; // submesh UV
             var facetCol = []; // submesh colors
-            var barycenter = BABYLON.Tmp.Vector3[0];
+            var barycenter = BABYLON.Vector3.Zero();
             var sizeO = size;
             while (f < totalFacets) {
                 size = sizeO + Math.floor((1 + delta) * Math.random());

+ 10 - 5
dist/preview release/es6.js

@@ -24555,6 +24555,11 @@ var BABYLON;
                 var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
                 var camera;
                 var radius = worldSize.length() * 1.5;
+                // empty scene scenario!
+                if (!isFinite(radius)) {
+                    radius = 1;
+                    worldCenter.copyFromFloats(0, 0, 0);
+                }
                 if (createArcRotateCamera) {
                     var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
                     arcRotateCamera.lowerRadiusLimit = radius * 0.01;
@@ -51602,10 +51607,10 @@ var BABYLON;
             this._sinYaw = 0.0;
             this._cosYaw = 0.0;
             this._mustUnrotateFixedNormals = false;
-            this._minimum = BABYLON.Tmp.Vector3[0];
-            this._maximum = BABYLON.Tmp.Vector3[1];
-            this._minBbox = BABYLON.Tmp.Vector3[4];
-            this._maxBbox = BABYLON.Tmp.Vector3[5];
+            this._minimum = BABYLON.Vector3.Zero();
+            this._maximum = BABYLON.Vector3.Zero();
+            this._minBbox = BABYLON.Vector3.Zero();
+            this._maxBbox = BABYLON.Vector3.Zero();
             this._particlesIntersect = false;
             this._depthSortFunction = function (p1, p2) {
                 return (p2.sqDistance - p1.sqDistance);
@@ -51718,7 +51723,7 @@ var BABYLON;
             var facetInd = []; // submesh indices
             var facetUV = []; // submesh UV
             var facetCol = []; // submesh colors
-            var barycenter = BABYLON.Tmp.Vector3[0];
+            var barycenter = BABYLON.Vector3.Zero();
             var sizeO = size;
             while (f < totalFacets) {
                 size = sizeO + Math.floor((1 + delta) * Math.random());

+ 1 - 1
dist/preview release/gui/package.json

@@ -4,7 +4,7 @@
     },
     "name": "babylonjs-gui",
     "description": "The Babylon.js GUI library is an extension you can use to generate interactive user interface. It is build on top of the DynamicTexture.",
-    "version": "3.2.0-alpha6",
+    "version": "3.2.0-alpha7",
     "repository": {
         "type": "git",
         "url": "https://github.com/BabylonJS/Babylon.js.git"

Diferenças do arquivo suprimidas por serem muito extensas
+ 2 - 2
dist/preview release/inspector/babylon.inspector.bundle.js


+ 1 - 1
dist/preview release/inspector/package.json

@@ -4,7 +4,7 @@
     },
     "name": "babylonjs-inspector",
     "description": "The Babylon.js inspector.",
-    "version": "3.2.0-alpha6",
+    "version": "3.2.0-alpha7",
     "repository": {
         "type": "git",
         "url": "https://github.com/BabylonJS/Babylon.js.git"

Diferenças do arquivo suprimidas por serem muito extensas
+ 1 - 1
dist/preview release/loaders/babylon.objFileLoader.min.js


Diferenças do arquivo suprimidas por serem muito extensas
+ 2 - 2
dist/preview release/loaders/babylonjs.loaders.min.js


+ 1 - 1
dist/preview release/loaders/package.json

@@ -4,7 +4,7 @@
     },
     "name": "babylonjs-loaders",
     "description": "The Babylon.js file loaders library is an extension you can use to load different 3D file types into a Babylon scene.",
-    "version": "3.2.0-alpha6",
+    "version": "3.2.0-alpha7",
     "repository": {
         "type": "git",
         "url": "https://github.com/BabylonJS/Babylon.js.git"

+ 1 - 1
dist/preview release/materialsLibrary/package.json

@@ -4,7 +4,7 @@
     },
     "name": "babylonjs-materials",
     "description": "The Babylon.js materials library is a collection of advanced materials to be used in a Babylon.js scene.",
-    "version": "3.2.0-alpha6",
+    "version": "3.2.0-alpha7",
     "repository": {
         "type": "git",
         "url": "https://github.com/BabylonJS/Babylon.js.git"

+ 1 - 1
dist/preview release/postProcessesLibrary/package.json

@@ -4,7 +4,7 @@
     },
     "name": "babylonjs-post-process",
     "description": "The Babylon.js materials library is a collection of advanced materials to be used in a Babylon.js scene.",
-    "version": "3.2.0-alpha6",
+    "version": "3.2.0-alpha7",
     "repository": {
         "type": "git",
         "url": "https://github.com/BabylonJS/Babylon.js.git"

+ 1 - 1
dist/preview release/proceduralTexturesLibrary/package.json

@@ -4,7 +4,7 @@
     },
     "name": "babylonjs-procedural-textures",
     "description": "The Babylon.js materials library is a collection of advanced materials to be used in a Babylon.js scene.",
-    "version": "3.2.0-alpha6",
+    "version": "3.2.0-alpha7",
     "repository": {
         "type": "git",
         "url": "https://github.com/BabylonJS/Babylon.js.git"

+ 1 - 1
dist/preview release/serializers/package.json

@@ -4,7 +4,7 @@
     },
     "name": "babylonjs-serializers",
     "description": "The Babylon.js serializers library is an extension you can use to serialize Babylon scenes.",
-    "version": "3.2.0-alpha6",
+    "version": "3.2.0-alpha7",
     "repository": {
         "type": "git",
         "url": "https://github.com/BabylonJS/Babylon.js.git"

Diferenças do arquivo suprimidas por serem muito extensas
+ 14 - 14
dist/preview release/viewer/babylon.viewer.js


+ 1 - 1
dist/preview release/viewer/package.json

@@ -4,7 +4,7 @@
     },
     "name": "babylonjs-viewer",
     "description": "A simple-to-use viewer based on BabylonJS to display 3D elements natively",
-    "version": "3.2.0-alpha6",
+    "version": "3.2.0-alpha7",
     "repository": {
         "type": "git",
         "url": "https://github.com/BabylonJS/Babylon.js.git"

+ 1 - 1
package.json

@@ -9,7 +9,7 @@
     ],
     "name": "babylonjs",
     "description": "Babylon.js is a JavaScript 3D engine based on webgl.",
-    "version": "3.2.0-alpha6",
+    "version": "3.2.0-alpha7",
     "repository": {
         "type": "git",
         "url": "https://github.com/BabylonJS/Babylon.js.git"