Selaa lähdekoodia

Restoring .js files

David Catuhe 10 vuotta sitten
vanhempi
commit
16f8606208
100 muutettua tiedostoa jossa 390 lisäystä ja 1340 poistoa
  1. 1 2
      Babylon/Actions/babylon.action.js
  2. 1 2
      Babylon/Actions/babylon.actionManager.js
  3. 1 2
      Babylon/Actions/babylon.condition.js
  4. 1 2
      Babylon/Actions/babylon.directActions.js
  5. 1 2
      Babylon/Actions/babylon.interpolateValueAction.js
  6. 1 2
      Babylon/Animations/babylon.animatable.js
  7. 1 2
      Babylon/Animations/babylon.animation.js
  8. 1 2
      Babylon/Animations/babylon.easing.js
  9. 1 2
      Babylon/Audio/babylon.analyser.js
  10. 1 2
      Babylon/Audio/babylon.audioengine.js
  11. 1 2
      Babylon/Audio/babylon.sound.js
  12. 1 2
      Babylon/Audio/babylon.soundtrack.js
  13. 1 2
      Babylon/Bones/babylon.bone.js
  14. 3 4
      Babylon/Bones/babylon.skeleton.js
  15. 4 4
      Babylon/Bones/babylon.skeleton.ts
  16. 1 2
      Babylon/Cameras/VR/babylon.oculusCamera.js
  17. 1 2
      Babylon/Cameras/VR/babylon.oculusGamepadCamera.js
  18. 1 2
      Babylon/Cameras/VR/babylon.vrDeviceOrientationCamera.js
  19. 1 2
      Babylon/Cameras/VR/babylon.webVRCamera.js
  20. 1 2
      Babylon/Cameras/babylon.anaglyphCamera.js
  21. 1 2
      Babylon/Cameras/babylon.arcRotateCamera.js
  22. 1 2
      Babylon/Cameras/babylon.camera.js
  23. 1 2
      Babylon/Cameras/babylon.deviceOrientationCamera.js
  24. 1 2
      Babylon/Cameras/babylon.followCamera.js
  25. 1 2
      Babylon/Cameras/babylon.freeCamera.js
  26. 1 2
      Babylon/Cameras/babylon.gamepadCamera.js
  27. 1 2
      Babylon/Cameras/babylon.targetCamera.js
  28. 1 2
      Babylon/Cameras/babylon.touchCamera.js
  29. 1 2
      Babylon/Cameras/babylon.virtualJoysticksCamera.js
  30. 1 2
      Babylon/Collisions/babylon.collider.js
  31. 1 2
      Babylon/Collisions/babylon.pickingInfo.js
  32. 1 2
      Babylon/Culling/Octrees/babylon.octree.js
  33. 1 2
      Babylon/Culling/Octrees/babylon.octreeBlock.js
  34. 1 2
      Babylon/Culling/babylon.boundingInfo.js
  35. 1 2
      Babylon/Culling/babylon.boundingSphere.js
  36. 1 2
      Babylon/Debug/babylon.debugLayer.js
  37. 1 5
      Babylon/Debug/babylon.debugLayer.js.map
  38. 1 2
      Babylon/Layer/babylon.layer.js
  39. 1 2
      Babylon/LensFlare/babylon.lensFlare.js
  40. 1 2
      Babylon/LensFlare/babylon.lensFlareSystem.js
  41. 1 2
      Babylon/Lights/Shadows/babylon.shadowGenerator.js
  42. 1 2
      Babylon/Lights/babylon.directionalLight.js
  43. 1 2
      Babylon/Lights/babylon.hemisphericLight.js
  44. 1 2
      Babylon/Lights/babylon.light.js
  45. 1 2
      Babylon/Lights/babylon.pointLight.js
  46. 1 2
      Babylon/Lights/babylon.spotLight.js
  47. 1 2
      Babylon/Loading/Plugins/babylon.babylonFileLoader.js
  48. 9 2
      Babylon/Loading/babylon.sceneLoader.js
  49. 11 1
      Babylon/Loading/babylon.sceneLoader.ts
  50. 1 2
      Babylon/Materials/Textures/Procedurals/babylon.customProceduralTexture.js
  51. 1 2
      Babylon/Materials/Textures/Procedurals/babylon.proceduralTexture.js
  52. 1 2
      Babylon/Materials/Textures/Procedurals/babylon.standardProceduralTexture.js
  53. 1 2
      Babylon/Materials/Textures/babylon.baseTexture.js
  54. 1 2
      Babylon/Materials/Textures/babylon.cubeTexture.js
  55. 1 2
      Babylon/Materials/Textures/babylon.dynamicTexture.js
  56. 1 2
      Babylon/Materials/Textures/babylon.mirrorTexture.js
  57. 1 2
      Babylon/Materials/Textures/babylon.rawTexture.js
  58. 1 2
      Babylon/Materials/Textures/babylon.renderTargetTexture.js
  59. 1 2
      Babylon/Materials/Textures/babylon.texture.js
  60. 1 2
      Babylon/Materials/Textures/babylon.videoTexture.js
  61. 1 2
      Babylon/Materials/babylon.effect.js
  62. 1 2
      Babylon/Materials/babylon.material.js
  63. 1 2
      Babylon/Materials/babylon.multiMaterial.js
  64. 1 2
      Babylon/Materials/babylon.shaderMaterial.js
  65. 1 2
      Babylon/Materials/babylon.standardMaterial.js
  66. 1 2
      Babylon/Math/babylon.math.js
  67. 1 2
      Babylon/Mesh/babylon.InstancedMesh.js
  68. 1 2
      Babylon/Mesh/babylon.abstractMesh.js
  69. 1 2
      Babylon/Mesh/babylon.csg.js
  70. 1 2
      Babylon/Mesh/babylon.geometry.js
  71. 1 2
      Babylon/Mesh/babylon.groundMesh.js
  72. 1 2
      Babylon/Mesh/babylon.linesMesh.js
  73. 1 1066
      Babylon/Mesh/babylon.mesh.js
  74. 35 70
      Babylon/Mesh/babylon.mesh.vertexData.js
  75. 5 5
      Babylon/Mesh/babylon.mesh.vertexData.ts
  76. 1 2
      Babylon/Mesh/babylon.meshLODLevel.js
  77. 1 2
      Babylon/Mesh/babylon.meshSimplification.js
  78. 1 2
      Babylon/Mesh/babylon.polygonmesh.js
  79. 1 2
      Babylon/Mesh/babylon.subMesh.js
  80. 1 2
      Babylon/Mesh/babylon.vertexBuffer.js
  81. 1 2
      Babylon/Particles/babylon.particle.js
  82. 1 2
      Babylon/Particles/babylon.particleSystem.js
  83. 1 2
      Babylon/Physics/Plugins/babylon.cannonJSPlugin.js
  84. 1 2
      Babylon/Physics/Plugins/babylon.oimoJSPlugin.js
  85. 1 2
      Babylon/Physics/babylon.physicsEngine.js
  86. 1 2
      Babylon/PostProcess/RenderPipeline/babylon.postProcessRenderEffect.js
  87. 1 2
      Babylon/PostProcess/RenderPipeline/babylon.postProcessRenderPass.js
  88. 1 2
      Babylon/PostProcess/RenderPipeline/babylon.postProcessRenderPipeline.js
  89. 1 2
      Babylon/PostProcess/RenderPipeline/babylon.postProcessRenderPipelineManager.js
  90. 1 2
      Babylon/PostProcess/babylon.anaglyphPostProcess.js
  91. 1 2
      Babylon/PostProcess/babylon.blackAndWhitePostProcess.js
  92. 1 2
      Babylon/PostProcess/babylon.blurPostProcess.js
  93. 1 2
      Babylon/PostProcess/babylon.convolutionPostProcess.js
  94. 1 2
      Babylon/PostProcess/babylon.displayPassPostProcess.js
  95. 1 2
      Babylon/PostProcess/babylon.filterPostProcess.js
  96. 1 2
      Babylon/PostProcess/babylon.fxaaPostProcess.js
  97. 229 0
      Babylon/PostProcess/babylon.lensRenderingPipeline.js
  98. 3 5
      Babylon/PostProcess/babylon.lensRenderingPipeline.ts
  99. 1 2
      Babylon/PostProcess/babylon.oculusDistortionCorrectionPostProcess.js
  100. 0 0
      Babylon/PostProcess/babylon.passPostProcess.js

+ 1 - 2
Babylon/Actions/babylon.action.js

@@ -66,5 +66,4 @@ var BABYLON;
     })();
     BABYLON.Action = Action;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Actions/babylon.action.js.map
+//# sourceMappingURL=babylon.action.js.map

+ 1 - 2
Babylon/Actions/babylon.actionManager.js

@@ -260,5 +260,4 @@ var BABYLON;
     })();
     BABYLON.ActionManager = ActionManager;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Actions/babylon.actionManager.js.map
+//# sourceMappingURL=babylon.actionManager.js.map

+ 1 - 2
Babylon/Actions/babylon.condition.js

@@ -116,5 +116,4 @@ var BABYLON;
     })(Condition);
     BABYLON.StateCondition = StateCondition;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Actions/babylon.condition.js.map
+//# sourceMappingURL=babylon.condition.js.map

+ 1 - 2
Babylon/Actions/babylon.directActions.js

@@ -203,5 +203,4 @@ var BABYLON;
     })(BABYLON.Action);
     BABYLON.StopSoundAction = StopSoundAction;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Actions/babylon.directActions.js.map
+//# sourceMappingURL=babylon.directActions.js.map

+ 1 - 2
Babylon/Actions/babylon.interpolateValueAction.js

@@ -64,5 +64,4 @@ var BABYLON;
     })(BABYLON.Action);
     BABYLON.InterpolateValueAction = InterpolateValueAction;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Actions/babylon.interpolateValueAction.js.map
+//# sourceMappingURL=babylon.interpolateValueAction.js.map

+ 1 - 2
Babylon/Animations/babylon.animatable.js

@@ -87,5 +87,4 @@ var BABYLON;
     })();
     BABYLON.Animatable = Animatable;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Animations/babylon.animatable.js.map
+//# sourceMappingURL=babylon.animatable.js.map

+ 1 - 2
Babylon/Animations/babylon.animation.js

@@ -353,5 +353,4 @@ var BABYLON;
     })();
     BABYLON.Animation = Animation;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Animations/babylon.animation.js.map
+//# sourceMappingURL=babylon.animation.js.map

+ 1 - 2
Babylon/Animations/babylon.easing.js

@@ -248,5 +248,4 @@ var BABYLON;
     })(EasingFunction);
     BABYLON.BezierCurveEase = BezierCurveEase;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Animations/babylon.easing.js.map
+//# sourceMappingURL=babylon.easing.js.map

+ 1 - 2
Babylon/Audio/babylon.analyser.js

@@ -108,5 +108,4 @@ var BABYLON;
     })();
     BABYLON.Analyser = Analyser;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Audio/babylon.analyser.js.map
+//# sourceMappingURL=babylon.analyser.js.map

+ 1 - 2
Babylon/Audio/babylon.audioengine.js

@@ -66,5 +66,4 @@ var BABYLON;
     })();
     BABYLON.AudioEngine = AudioEngine;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Audio/babylon.audioengine.js.map
+//# sourceMappingURL=babylon.audioengine.js.map

+ 1 - 2
Babylon/Audio/babylon.sound.js

@@ -338,5 +338,4 @@ var BABYLON;
     })();
     BABYLON.Sound = Sound;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Audio/babylon.sound.js.map
+//# sourceMappingURL=babylon.sound.js.map

+ 1 - 2
Babylon/Audio/babylon.soundtrack.js

@@ -76,5 +76,4 @@ var BABYLON;
     })();
     BABYLON.SoundTrack = SoundTrack;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Audio/babylon.soundtrack.js.map
+//# sourceMappingURL=babylon.soundtrack.js.map

+ 1 - 2
Babylon/Bones/babylon.bone.js

@@ -71,5 +71,4 @@ var BABYLON;
     })();
     BABYLON.Bone = Bone;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Bones/babylon.bone.js.map
+//# sourceMappingURL=babylon.bone.js.map

+ 3 - 4
Babylon/Bones/babylon.skeleton.js

@@ -41,7 +41,7 @@ var BABYLON;
             this._isDirty = false;
         };
         Skeleton.prototype.getAnimatables = function () {
-            if (!this._animatables || this._animatables.length != this.bones.length) {
+            if (!this._animatables || this._animatables.length !== this.bones.length) {
                 this._animatables = [];
                 for (var index = 0; index < this.bones.length; index++) {
                     this._animatables.push(this.bones[index]);
@@ -50,7 +50,7 @@ var BABYLON;
             return this._animatables;
         };
         Skeleton.prototype.clone = function (name, id) {
-            var result = new BABYLON.Skeleton(name, id || name, this._scene);
+            var result = new Skeleton(name, id || name, this._scene);
             for (var index = 0; index < this.bones.length; index++) {
                 var source = this.bones[index];
                 var parentBone = null;
@@ -67,5 +67,4 @@ var BABYLON;
     })();
     BABYLON.Skeleton = Skeleton;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Bones/babylon.skeleton.js.map
+//# sourceMappingURL=babylon.skeleton.js.map

+ 4 - 4
Babylon/Bones/babylon.skeleton.ts

@@ -56,7 +56,7 @@
         }
 
         public getAnimatables(): IAnimatable[] {
-            if (!this._animatables || this._animatables.length != this.bones.length) {
+            if (!this._animatables || this._animatables.length !== this.bones.length) {
                 this._animatables = [];
 
                 for (var index = 0; index < this.bones.length; index++) {
@@ -68,7 +68,7 @@
         }
 
         public clone(name: string, id: string): Skeleton {
-            var result = new BABYLON.Skeleton(name, id || name, this._scene);
+            var result = new Skeleton(name, id || name, this._scene);
 
             for (var index = 0; index < this.bones.length; index++) {
                 var source = this.bones[index];
@@ -79,8 +79,8 @@
                     parentBone = result.bones[parentIndex];
                 }
 
-                var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix());
-                BABYLON.Tools.DeepCopy(source.animations, bone.animations);
+                var bone = new Bone(source.name, result, parentBone, source.getBaseMatrix());
+                Tools.DeepCopy(source.animations, bone.animations);
             }
 
             return result;

+ 1 - 2
Babylon/Cameras/VR/babylon.oculusCamera.js

@@ -112,5 +112,4 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.OculusCamera = OculusCamera;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../Cameras/VR/babylon.oculusCamera.js.map
+//# sourceMappingURL=babylon.oculusCamera.js.map

+ 1 - 2
Babylon/Cameras/VR/babylon.oculusGamepadCamera.js

@@ -141,5 +141,4 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.OculusGamepadCamera = OculusGamepadCamera;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../Cameras/VR/babylon.oculusGamepadCamera.js.map
+//# sourceMappingURL=babylon.oculusGamepadCamera.js.map

+ 1 - 2
Babylon/Cameras/VR/babylon.vrDeviceOrientationCamera.js

@@ -33,5 +33,4 @@ var BABYLON;
     })(BABYLON.OculusCamera);
     BABYLON.VRDeviceOrientationCamera = VRDeviceOrientationCamera;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../Cameras/VR/babylon.vrDeviceOrientationCamera.js.map
+//# sourceMappingURL=babylon.vrDeviceOrientationCamera.js.map

+ 1 - 2
Babylon/Cameras/VR/babylon.webVRCamera.js

@@ -67,5 +67,4 @@ var BABYLON;
     })(BABYLON.OculusCamera);
     BABYLON.WebVRCamera = WebVRCamera;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../Cameras/VR/babylon.webVRCamera.js.map
+//# sourceMappingURL=babylon.webVRCamera.js.map

+ 1 - 2
Babylon/Cameras/babylon.anaglyphCamera.js

@@ -79,5 +79,4 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Cameras/babylon.anaglyphCamera.js.map
+//# sourceMappingURL=babylon.anaglyphCamera.js.map

+ 1 - 2
Babylon/Cameras/babylon.arcRotateCamera.js

@@ -443,5 +443,4 @@ var BABYLON;
     })(BABYLON.Camera);
     BABYLON.ArcRotateCamera = ArcRotateCamera;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Cameras/babylon.arcRotateCamera.js.map
+//# sourceMappingURL=babylon.arcRotateCamera.js.map

+ 1 - 2
Babylon/Cameras/babylon.camera.js

@@ -269,5 +269,4 @@ var BABYLON;
     })(BABYLON.Node);
     BABYLON.Camera = Camera;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Cameras/babylon.camera.js.map
+//# sourceMappingURL=babylon.camera.js.map

+ 1 - 2
Babylon/Cameras/babylon.deviceOrientationCamera.js

@@ -69,5 +69,4 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Cameras/babylon.deviceOrientationCamera.js.map
+//# sourceMappingURL=babylon.deviceOrientationCamera.js.map

+ 1 - 2
Babylon/Cameras/babylon.followCamera.js

@@ -51,5 +51,4 @@ var BABYLON;
     })(BABYLON.TargetCamera);
     BABYLON.FollowCamera = FollowCamera;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Cameras/babylon.followCamera.js.map
+//# sourceMappingURL=babylon.followCamera.js.map

+ 1 - 2
Babylon/Cameras/babylon.freeCamera.js

@@ -209,5 +209,4 @@ var BABYLON;
     })(BABYLON.TargetCamera);
     BABYLON.FreeCamera = FreeCamera;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Cameras/babylon.freeCamera.js.map
+//# sourceMappingURL=babylon.freeCamera.js.map

+ 1 - 2
Babylon/Cameras/babylon.gamepadCamera.js

@@ -53,5 +53,4 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.GamepadCamera = GamepadCamera;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Cameras/babylon.gamepadCamera.js.map
+//# sourceMappingURL=babylon.gamepadCamera.js.map

+ 1 - 2
Babylon/Cameras/babylon.targetCamera.js

@@ -171,5 +171,4 @@ var BABYLON;
     })(BABYLON.Camera);
     BABYLON.TargetCamera = TargetCamera;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Cameras/babylon.targetCamera.js.map
+//# sourceMappingURL=babylon.targetCamera.js.map

+ 1 - 2
Babylon/Cameras/babylon.touchCamera.js

@@ -114,5 +114,4 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.TouchCamera = TouchCamera;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Cameras/babylon.touchCamera.js.map
+//# sourceMappingURL=babylon.touchCamera.js.map

+ 1 - 2
Babylon/Cameras/babylon.virtualJoysticksCamera.js

@@ -42,5 +42,4 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Cameras/babylon.virtualJoysticksCamera.js.map
+//# sourceMappingURL=babylon.virtualJoysticksCamera.js.map

+ 1 - 2
Babylon/Collisions/babylon.collider.js

@@ -270,5 +270,4 @@ var BABYLON;
     })();
     BABYLON.Collider = Collider;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Collisions/babylon.collider.js.map
+//# sourceMappingURL=babylon.collider.js.map

+ 1 - 2
Babylon/Collisions/babylon.pickingInfo.js

@@ -55,5 +55,4 @@ var BABYLON;
     })();
     BABYLON.PickingInfo = PickingInfo;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Collisions/babylon.pickingInfo.js.map
+//# sourceMappingURL=babylon.pickingInfo.js.map

+ 1 - 2
Babylon/Culling/Octrees/babylon.octree.js

@@ -85,5 +85,4 @@ var BABYLON;
     })();
     BABYLON.Octree = Octree;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../Culling/Octrees/babylon.octree.js.map
+//# sourceMappingURL=babylon.octree.js.map

+ 1 - 2
Babylon/Culling/Octrees/babylon.octreeBlock.js

@@ -120,5 +120,4 @@ var BABYLON;
     })();
     BABYLON.OctreeBlock = OctreeBlock;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../Culling/Octrees/babylon.octreeBlock.js.map
+//# sourceMappingURL=babylon.octreeBlock.js.map

+ 1 - 2
Babylon/Culling/babylon.boundingInfo.js

@@ -103,5 +103,4 @@ var BABYLON;
     })();
     BABYLON.BoundingInfo = BoundingInfo;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Culling/babylon.boundingInfo.js.map
+//# sourceMappingURL=babylon.boundingInfo.js.map

+ 1 - 2
Babylon/Culling/babylon.boundingSphere.js

@@ -47,5 +47,4 @@ var BABYLON;
     })();
     BABYLON.BoundingSphere = BoundingSphere;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Culling/babylon.boundingSphere.js.map
+//# sourceMappingURL=babylon.boundingSphere.js.map

+ 1 - 2
Babylon/Debug/babylon.debugLayer.js

@@ -577,5 +577,4 @@ var BABYLON;
     })();
     BABYLON.DebugLayer = DebugLayer;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Debug/babylon.debugLayer.js.map
+//# sourceMappingURL=babylon.debugLayer.js.map

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 1 - 5
Babylon/Debug/babylon.debugLayer.js.map


+ 1 - 2
Babylon/Layer/babylon.layer.js

@@ -74,5 +74,4 @@ var BABYLON;
     })();
     BABYLON.Layer = Layer;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Layer/babylon.layer.js.map
+//# sourceMappingURL=babylon.layer.js.map

+ 1 - 2
Babylon/LensFlare/babylon.lensFlare.js

@@ -21,5 +21,4 @@ var BABYLON;
     })();
     BABYLON.LensFlare = LensFlare;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../LensFlare/babylon.lensFlare.js.map
+//# sourceMappingURL=babylon.lensFlare.js.map

+ 1 - 2
Babylon/LensFlare/babylon.lensFlareSystem.js

@@ -175,5 +175,4 @@ var BABYLON;
     })();
     BABYLON.LensFlareSystem = LensFlareSystem;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../LensFlare/babylon.lensFlareSystem.js.map
+//# sourceMappingURL=babylon.lensFlareSystem.js.map

+ 1 - 2
Babylon/Lights/Shadows/babylon.shadowGenerator.js

@@ -202,5 +202,4 @@ var BABYLON;
     })();
     BABYLON.ShadowGenerator = ShadowGenerator;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../Lights/Shadows/babylon.shadowGenerator.js.map
+//# sourceMappingURL=babylon.shadowGenerator.js.map

+ 1 - 2
Babylon/Lights/babylon.directionalLight.js

@@ -52,5 +52,4 @@ var BABYLON;
     })(BABYLON.Light);
     BABYLON.DirectionalLight = DirectionalLight;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Lights/babylon.directionalLight.js.map
+//# sourceMappingURL=babylon.directionalLight.js.map

+ 1 - 2
Babylon/Lights/babylon.hemisphericLight.js

@@ -35,5 +35,4 @@ var BABYLON;
     })(BABYLON.Light);
     BABYLON.HemisphericLight = HemisphericLight;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Lights/babylon.hemisphericLight.js.map
+//# sourceMappingURL=babylon.hemisphericLight.js.map

+ 1 - 2
Babylon/Lights/babylon.light.js

@@ -68,5 +68,4 @@ var BABYLON;
     })(BABYLON.Node);
     BABYLON.Light = Light;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Lights/babylon.light.js.map
+//# sourceMappingURL=babylon.light.js.map

+ 1 - 2
Babylon/Lights/babylon.pointLight.js

@@ -40,5 +40,4 @@ var BABYLON;
     })(BABYLON.Light);
     BABYLON.PointLight = PointLight;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Lights/babylon.pointLight.js.map
+//# sourceMappingURL=babylon.pointLight.js.map

+ 1 - 2
Babylon/Lights/babylon.spotLight.js

@@ -60,5 +60,4 @@ var BABYLON;
     })(BABYLON.Light);
     BABYLON.SpotLight = SpotLight;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Lights/babylon.spotLight.js.map
+//# sourceMappingURL=babylon.spotLight.js.map

+ 1 - 2
Babylon/Loading/Plugins/babylon.babylonFileLoader.js

@@ -1218,5 +1218,4 @@ var BABYLON;
         });
     })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../Loading/Plugins/babylon.babylonFileLoader.js.map
+//# sourceMappingURL=babylon.babylonFileLoader.js.map

+ 9 - 2
Babylon/Loading/babylon.sceneLoader.js

@@ -41,6 +41,10 @@ var BABYLON;
             SceneLoader._registeredPlugins.push(plugin);
         };
         SceneLoader.ImportMesh = function (meshesNames, rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
+            if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
+                BABYLON.Tools.Error("Wrong sceneFilename parameter");
+                return;
+            }
             var manifestChecked = function (success) {
                 scene.database = database;
                 var plugin = SceneLoader._getPluginForFilename(sceneFilename);
@@ -95,6 +99,10 @@ var BABYLON;
         * @param scene is the instance of BABYLON.Scene to append to
         */
         SceneLoader.Append = function (rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
+            if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
+                BABYLON.Tools.Error("Wrong sceneFilename parameter");
+                return;
+            }
             var plugin = this._getPluginForFilename(sceneFilename.name || sceneFilename);
             var database;
             if (SceneLoader.ShowLoadingScreen) {
@@ -144,5 +152,4 @@ var BABYLON;
     BABYLON.SceneLoader = SceneLoader;
     ;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Loading/babylon.sceneLoader.js.map
+//# sourceMappingURL=babylon.sceneLoader.js.map

+ 11 - 1
Babylon/Loading/babylon.sceneLoader.ts

@@ -52,7 +52,12 @@
             SceneLoader._registeredPlugins.push(plugin);
         }
 
-        public static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, e:any) => void): void {
+        public static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, e: any) => void): void {
+            if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
+                Tools.Error("Wrong sceneFilename parameter");
+                return;
+            }
+
             var manifestChecked = success => {
                 scene.database = database;
 
@@ -119,6 +124,11 @@
         */
         public static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void {
 
+            if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
+                Tools.Error("Wrong sceneFilename parameter");
+                return;
+            }
+
             var plugin = this._getPluginForFilename(sceneFilename.name || sceneFilename);
             var database;
 

+ 1 - 2
Babylon/Materials/Textures/Procedurals/babylon.customProceduralTexture.js

@@ -123,5 +123,4 @@ var BABYLON;
     })(BABYLON.ProceduralTexture);
     BABYLON.CustomProceduralTexture = CustomProceduralTexture;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../../Materials/Textures/Procedurals/babylon.customProceduralTexture.js.map
+//# sourceMappingURL=babylon.customProceduralTexture.js.map

+ 1 - 2
Babylon/Materials/Textures/Procedurals/babylon.proceduralTexture.js

@@ -239,5 +239,4 @@ var BABYLON;
     })(BABYLON.Texture);
     BABYLON.ProceduralTexture = ProceduralTexture;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../../Materials/Textures/Procedurals/babylon.proceduralTexture.js.map
+//# sourceMappingURL=babylon.proceduralTexture.js.map

+ 1 - 2
Babylon/Materials/Textures/Procedurals/babylon.standardProceduralTexture.js

@@ -435,5 +435,4 @@ var BABYLON;
     })(BABYLON.ProceduralTexture);
     BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../../Materials/Textures/Procedurals/babylon.standardProceduralTexture.js.map
+//# sourceMappingURL=babylon.standardProceduralTexture.js.map

+ 1 - 2
Babylon/Materials/Textures/babylon.baseTexture.js

@@ -125,5 +125,4 @@ var BABYLON;
     })();
     BABYLON.BaseTexture = BaseTexture;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../Materials/Textures/babylon.baseTexture.js.map
+//# sourceMappingURL=babylon.baseTexture.js.map

+ 1 - 2
Babylon/Materials/Textures/babylon.cubeTexture.js

@@ -59,5 +59,4 @@ var BABYLON;
     })(BABYLON.BaseTexture);
     BABYLON.CubeTexture = CubeTexture;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../Materials/Textures/babylon.cubeTexture.js.map
+//# sourceMappingURL=babylon.cubeTexture.js.map

+ 1 - 2
Babylon/Materials/Textures/babylon.dynamicTexture.js

@@ -92,5 +92,4 @@ var BABYLON;
     })(BABYLON.Texture);
     BABYLON.DynamicTexture = DynamicTexture;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../Materials/Textures/babylon.dynamicTexture.js.map
+//# sourceMappingURL=babylon.dynamicTexture.js.map

+ 1 - 2
Babylon/Materials/Textures/babylon.mirrorTexture.js

@@ -43,5 +43,4 @@ var BABYLON;
     })(BABYLON.RenderTargetTexture);
     BABYLON.MirrorTexture = MirrorTexture;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../Materials/Textures/babylon.mirrorTexture.js.map
+//# sourceMappingURL=babylon.mirrorTexture.js.map

+ 1 - 2
Babylon/Materials/Textures/babylon.rawTexture.js

@@ -52,5 +52,4 @@ var BABYLON;
     })(BABYLON.Texture);
     BABYLON.RawTexture = RawTexture;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../Materials/Textures/babylon.rawTexture.js.map
+//# sourceMappingURL=babylon.rawTexture.js.map

+ 1 - 2
Babylon/Materials/Textures/babylon.renderTargetTexture.js

@@ -153,5 +153,4 @@ var BABYLON;
     })(BABYLON.Texture);
     BABYLON.RenderTargetTexture = RenderTargetTexture;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../Materials/Textures/babylon.renderTargetTexture.js.map
+//# sourceMappingURL=babylon.renderTargetTexture.js.map

+ 1 - 2
Babylon/Materials/Textures/babylon.texture.js

@@ -189,5 +189,4 @@ var BABYLON;
     })(BABYLON.BaseTexture);
     BABYLON.Texture = Texture;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../Materials/Textures/babylon.texture.js.map
+//# sourceMappingURL=babylon.texture.js.map

+ 1 - 2
Babylon/Materials/Textures/babylon.videoTexture.js

@@ -55,5 +55,4 @@ var BABYLON;
     })(BABYLON.Texture);
     BABYLON.VideoTexture = VideoTexture;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../Materials/Textures/babylon.videoTexture.js.map
+//# sourceMappingURL=babylon.videoTexture.js.map

+ 1 - 2
Babylon/Materials/babylon.effect.js

@@ -340,5 +340,4 @@ var BABYLON;
     })();
     BABYLON.Effect = Effect;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Materials/babylon.effect.js.map
+//# sourceMappingURL=babylon.effect.js.map

+ 1 - 2
Babylon/Materials/babylon.material.js

@@ -124,5 +124,4 @@ var BABYLON;
     })();
     BABYLON.Material = Material;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Materials/babylon.material.js.map
+//# sourceMappingURL=babylon.material.js.map

+ 1 - 2
Babylon/Materials/babylon.multiMaterial.js

@@ -36,5 +36,4 @@ var BABYLON;
     })(BABYLON.Material);
     BABYLON.MultiMaterial = MultiMaterial;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Materials/babylon.multiMaterial.js.map
+//# sourceMappingURL=babylon.multiMaterial.js.map

+ 1 - 2
Babylon/Materials/babylon.shaderMaterial.js

@@ -164,5 +164,4 @@ var BABYLON;
     })(BABYLON.Material);
     BABYLON.ShaderMaterial = ShaderMaterial;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Materials/babylon.shaderMaterial.js.map
+//# sourceMappingURL=babylon.shaderMaterial.js.map

+ 1 - 2
Babylon/Materials/babylon.standardMaterial.js

@@ -577,5 +577,4 @@ var BABYLON;
     })(BABYLON.Material);
     BABYLON.StandardMaterial = StandardMaterial;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Materials/babylon.standardMaterial.js.map
+//# sourceMappingURL=babylon.standardMaterial.js.map

+ 1 - 2
Babylon/Math/babylon.math.js

@@ -2402,5 +2402,4 @@ var BABYLON;
     })();
     BABYLON.Path2 = Path2;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Math/babylon.math.js.map
+//# sourceMappingURL=babylon.math.js.map

+ 1 - 2
Babylon/Mesh/babylon.InstancedMesh.js

@@ -150,5 +150,4 @@ var BABYLON;
     })(BABYLON.AbstractMesh);
     BABYLON.InstancedMesh = InstancedMesh;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Mesh/babylon.InstancedMesh.js.map
+//# sourceMappingURL=babylon.instancedMesh.js.map

+ 1 - 2
Babylon/Mesh/babylon.abstractMesh.js

@@ -798,5 +798,4 @@ var BABYLON;
     })(BABYLON.Node);
     BABYLON.AbstractMesh = AbstractMesh;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Mesh/babylon.abstractMesh.js.map
+//# sourceMappingURL=babylon.abstractMesh.js.map

+ 1 - 2
Babylon/Mesh/babylon.csg.js

@@ -497,5 +497,4 @@ var BABYLON;
     })();
     BABYLON.CSG = CSG;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Mesh/babylon.csg.js.map
+//# sourceMappingURL=babylon.csg.js.map

+ 1 - 2
Babylon/Mesh/babylon.geometry.js

@@ -539,5 +539,4 @@ var BABYLON;
         })(Primitives = Geometry.Primitives || (Geometry.Primitives = {}));
     })(Geometry = BABYLON.Geometry || (BABYLON.Geometry = {}));
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Mesh/babylon.geometry.js.map
+//# sourceMappingURL=babylon.geometry.js.map

+ 1 - 2
Babylon/Mesh/babylon.groundMesh.js

@@ -38,5 +38,4 @@ var BABYLON;
     })(BABYLON.Mesh);
     BABYLON.GroundMesh = GroundMesh;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Mesh/babylon.groundMesh.js.map
+//# sourceMappingURL=babylon.groundMesh.js.map

+ 1 - 2
Babylon/Mesh/babylon.linesMesh.js

@@ -68,5 +68,4 @@ var BABYLON;
     })(BABYLON.Mesh);
     BABYLON.LinesMesh = LinesMesh;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Mesh/babylon.linesMesh.js.map
+//# sourceMappingURL=babylon.linesMesh.js.map

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 1 - 1066
Babylon/Mesh/babylon.mesh.js


+ 35 - 70
Babylon/Mesh/babylon.mesh.vertexData.js

@@ -232,11 +232,14 @@ var BABYLON;
             var minlg; // minimal length among all paths from pathArray
             var lg = []; // array of path lengths : nb of vertex per path
             var idx = []; // array of path indexes : index of each path (first vertex) in positions array
+            var p; // path iterator
+            var i; // point iterator
+            var j; // point iterator
             // if single path in pathArray
             if (pathArray.length < 2) {
                 var ar1 = [];
                 var ar2 = [];
-                for (var i = 0; i < pathArray[0].length - offset; i++) {
+                for (i = 0; i < pathArray[0].length - offset; i++) {
                     ar1.push(pathArray[0][i]);
                     ar2.push(pathArray[0][i + offset]);
                 }
@@ -245,11 +248,7 @@ var BABYLON;
             // positions and horizontal distances (u)
             var idc = 0;
             minlg = pathArray[0].length;
-<<<<<<< HEAD
-            for (var p = 0; p < pathArray.length; p++) {
-=======
             for (p = 0; p < pathArray.length; p++) {
->>>>>>> upstream/master
                 uTotalDistance[p] = 0;
                 us[p] = [0];
                 var path = pathArray[p];
@@ -257,7 +256,7 @@ var BABYLON;
                 minlg = (minlg < l) ? minlg : l;
                 lg[p] = l;
                 idx[p] = idc;
-                var j = 0;
+                j = 0;
                 while (j < l) {
                     positions.push(path[j].x, path[j].y, path[j].z);
                     if (j > 0) {
@@ -269,51 +268,26 @@ var BABYLON;
                     j++;
                 }
                 if (closePath) {
-<<<<<<< HEAD
-                    var vectlg = path[0].subtract(path[j - 1]).length();
-                    var dist = vectlg + uTotalDistance[p];
-=======
                     vectlg = path[0].subtract(path[j - 1]).length();
                     dist = vectlg + uTotalDistance[p];
->>>>>>> upstream/master
                     uTotalDistance[p] = dist;
                 }
                 idc += l;
             }
-<<<<<<< HEAD
-            for (var i = 0; i < minlg; i++) {
-                vTotalDistance[i] = 0;
-                vs[i] = [0];
-                for (var p = 0; p < pathArray.length - 1; p++) {
-                    var path1 = pathArray[p];
-                    var path2 = pathArray[p + 1];
-                    var vectlg = path2[i].subtract(path1[i]).length();
-                    var dist = vectlg + vTotalDistance[i];
-=======
             for (i = 0; i < minlg; i++) {
                 vTotalDistance[i] = 0;
                 vs[i] = [0];
+                var path1;
+                var path2;
                 for (p = 0; p < pathArray.length - 1; p++) {
-                    var path1 = pathArray[p];
-                    var path2 = pathArray[p + 1];
+                    path1 = pathArray[p];
+                    path2 = pathArray[p + 1];
                     vectlg = path2[i].subtract(path1[i]).length();
                     dist = vectlg + vTotalDistance[i];
->>>>>>> upstream/master
                     vs[i].push(dist);
                     vTotalDistance[i] = dist;
                 }
                 if (closeArray) {
-<<<<<<< HEAD
-                    var path1 = pathArray[p];
-                    var path2 = pathArray[0];
-                    var vectlg = path2[i].subtract(path1[i]).length();
-                    var dist = vectlg + vTotalDistance[i];
-                    vTotalDistance[i] = dist;
-                }
-            }
-            for (var p = 0; p < pathArray.length; p++) {
-                for (var i = 0; i < minlg; i++) {
-=======
                     path1 = pathArray[p];
                     path2 = pathArray[0];
                     vectlg = path2[i].subtract(path1[i]).length();
@@ -321,48 +295,46 @@ var BABYLON;
                     vTotalDistance[i] = dist;
                 }
             }
+            // uvs
+            var u;
+            var v;
             for (p = 0; p < pathArray.length; p++) {
                 for (i = 0; i < minlg; i++) {
->>>>>>> upstream/master
-                    var u = us[p][i] / uTotalDistance[p];
-                    var v = vs[i][p] / vTotalDistance[i];
+                    u = us[p][i] / uTotalDistance[p];
+                    v = vs[i][p] / vTotalDistance[i];
                     uvs.push(u, v);
                 }
             }
             // indices
-            var p = 0; // path index
-            var i = 0; // positions array index
+            p = 0; // path index
+            var pi = 0; // positions array index
             var l1 = lg[p] - 1; // path1 length
             var l2 = lg[p + 1] - 1; // path2 length
             var min = (l1 < l2) ? l1 : l2; // current path stop index
             var shft = idx[1] - idx[0]; // shift 
             var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate	
-            while (i <= min && p < path1nb) {
-                // draw two triangles between path1 (p1) and path2 (p2) : (p1.i, p2.i, p1.i+1) and (p2.i+1, p1.i+1, p2.i) clockwise
-                var t1 = i;
-                var t2 = i + shft;
-                var t3 = i + 1;
-                var t4 = i + shft + 1;
-                indices.push(i, i + shft, i + 1);
-                indices.push(i + shft + 1, i + 1, i + shft);
-                i += 1;
-<<<<<<< HEAD
-                if (i == min) {
-=======
-                if (i === min) {
->>>>>>> upstream/master
+            var t1; // two consecutive triangles, so 4 points : point1
+            var t2; // point2
+            var t3; // point3
+            var t4; // point4
+            while (pi <= min && p < path1nb) {
+                // draw two triangles between path1 (p1) and path2 (p2) : (p1.pi, p2.pi, p1.pi+1) and (p2.pi+1, p1.pi+1, p2.pi) clockwise
+                t1 = pi;
+                t2 = pi + shft;
+                t3 = pi + 1;
+                t4 = pi + shft + 1;
+                indices.push(pi, pi + shft, pi + 1);
+                indices.push(pi + shft + 1, pi + 1, pi + shft);
+                pi += 1;
+                if (pi === min) {
                     if (closePath) {
-                        indices.push(i, i + shft, idx[p]);
-                        indices.push(idx[p] + shft, idx[p], i + shft);
+                        indices.push(pi, pi + shft, idx[p]);
+                        indices.push(idx[p] + shft, idx[p], pi + shft);
                         t3 = idx[p];
                         t4 = idx[p] + shft;
                     }
                     p++;
-<<<<<<< HEAD
-                    if (p == lg.length - 1) {
-=======
                     if (p === lg.length - 1) {
->>>>>>> upstream/master
                         shft = idx[0] - idx[p];
                         l1 = lg[p] - 1;
                         l2 = lg[0] - 1;
@@ -372,20 +344,14 @@ var BABYLON;
                         l1 = lg[p] - 1;
                         l2 = lg[p + 1] - 1;
                     }
-                    i = idx[p];
-                    min = (l1 < l2) ? l1 + i : l2 + i;
+                    pi = idx[p];
+                    min = (l1 < l2) ? l1 + pi : l2 + pi;
                 }
             }
             // normals
-<<<<<<< HEAD
-            BABYLON.VertexData.ComputeNormals(positions, indices, normals);
-            // Result
-            var vertexData = new BABYLON.VertexData();
-=======
             VertexData.ComputeNormals(positions, indices, normals);
             // Result
             var vertexData = new VertexData();
->>>>>>> upstream/master
             vertexData.indices = indices;
             vertexData.positions = positions;
             vertexData.normals = normals;
@@ -938,5 +904,4 @@ var BABYLON;
     })();
     BABYLON.VertexData = VertexData;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Mesh/babylon.mesh.vertexData.js.map
+//# sourceMappingURL=babylon.mesh.vertexData.js.map

+ 5 - 5
Babylon/Mesh/babylon.mesh.vertexData.ts

@@ -1,4 +1,4 @@
-module BABYLON {
+module BABYLON {
     export interface IGetSetVerticesData {
         isVerticesDataPresent(kind: string): boolean;
         getVerticesData(kind: string): number[];
@@ -299,7 +299,7 @@ module BABYLON {
             var minlg: number;          	        // minimal length among all paths from pathArray
             var lg: number[] = [];        		    // array of path lengths : nb of vertex per path
             var idx: number[] = [];       		    // array of path indexes : index of each path (first vertex) in positions array
-            
+
             var p: number;							// path iterator
             var i: number;							// point iterator
             var j: number;							// point iterator
@@ -308,7 +308,7 @@ module BABYLON {
             if (pathArray.length < 2) {
                 var ar1: Vector3[] = [];
                 var ar2: Vector3[] = [];
-                for (var i = 0; i < pathArray[0].length - offset; i++) {
+                for (i = 0; i < pathArray[0].length - offset; i++) {
                     ar1.push(pathArray[0][i]);
                     ar2.push(pathArray[0][i + offset]);
                 }
@@ -373,7 +373,7 @@ module BABYLON {
             var u: number;
             var v: number;
             for (p = 0; p < pathArray.length; p++) {
-                for (var i = 0; i < minlg; i++) {
+                for (i = 0; i < minlg; i++) {
                     u = us[p][i] / uTotalDistance[p];
                     v = vs[i][p] / vTotalDistance[i];
                     uvs.push(u, v);
@@ -1137,4 +1137,4 @@ module BABYLON {
             }
         }
     }
-} 
+} 

+ 1 - 2
Babylon/Mesh/babylon.meshLODLevel.js

@@ -12,5 +12,4 @@ var BABYLON;
         Internals.MeshLODLevel = MeshLODLevel;
     })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Mesh/babylon.meshLODLevel.js.map
+//# sourceMappingURL=babylon.meshLODLevel.js.map

+ 1 - 2
Babylon/Mesh/babylon.meshSimplification.js

@@ -550,5 +550,4 @@ var BABYLON;
     })();
     BABYLON.QuadraticErrorSimplification = QuadraticErrorSimplification;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Mesh/babylon.meshSimplification.js.map
+//# sourceMappingURL=babylon.meshSimplification.js.map

+ 1 - 2
Babylon/Mesh/babylon.polygonmesh.js

@@ -146,5 +146,4 @@ var BABYLON;
     })();
     BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Mesh/babylon.polygonmesh.js.map
+//# sourceMappingURL=babylon.polygonMesh.js.map

+ 1 - 2
Babylon/Mesh/babylon.subMesh.js

@@ -140,5 +140,4 @@ var BABYLON;
     })();
     BABYLON.SubMesh = SubMesh;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Mesh/babylon.subMesh.js.map
+//# sourceMappingURL=babylon.subMesh.js.map

+ 1 - 2
Babylon/Mesh/babylon.vertexBuffer.js

@@ -155,5 +155,4 @@ var BABYLON;
     })();
     BABYLON.VertexBuffer = VertexBuffer;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Mesh/babylon.vertexBuffer.js.map
+//# sourceMappingURL=babylon.vertexBuffer.js.map

+ 1 - 2
Babylon/Particles/babylon.particle.js

@@ -27,5 +27,4 @@ var BABYLON;
     })();
     BABYLON.Particle = Particle;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Particles/babylon.particle.js.map
+//# sourceMappingURL=babylon.particle.js.map

+ 1 - 2
Babylon/Particles/babylon.particleSystem.js

@@ -334,5 +334,4 @@ var BABYLON;
     })();
     BABYLON.ParticleSystem = ParticleSystem;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Particles/babylon.particleSystem.js.map
+//# sourceMappingURL=babylon.particleSystem.js.map

+ 1 - 2
Babylon/Physics/Plugins/babylon.cannonJSPlugin.js

@@ -249,5 +249,4 @@ var BABYLON;
     })();
     BABYLON.CannonJSPlugin = CannonJSPlugin;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../Physics/Plugins/babylon.cannonJSPlugin.js.map
+//# sourceMappingURL=babylon.cannonJSPlugin.js.map

+ 1 - 2
Babylon/Physics/Plugins/babylon.oimoJSPlugin.js

@@ -310,5 +310,4 @@ var BABYLON;
     })();
     BABYLON.OimoJSPlugin = OimoJSPlugin;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../Physics/Plugins/babylon.oimoJSPlugin.js.map
+//# sourceMappingURL=babylon.oimoJSPlugin.js.map

+ 1 - 2
Babylon/Physics/babylon.physicsEngine.js

@@ -60,5 +60,4 @@ var BABYLON;
     })();
     BABYLON.PhysicsEngine = PhysicsEngine;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../Physics/babylon.physicsEngine.js.map
+//# sourceMappingURL=babylon.physicsEngine.js.map

+ 1 - 2
Babylon/PostProcess/RenderPipeline/babylon.postProcessRenderEffect.js

@@ -138,5 +138,4 @@ var BABYLON;
     })();
     BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../PostProcess/RenderPipeline/babylon.postProcessRenderEffect.js.map
+//# sourceMappingURL=babylon.postProcessRenderEffect.js.map

+ 1 - 2
Babylon/PostProcess/RenderPipeline/babylon.postProcessRenderPass.js

@@ -40,5 +40,4 @@ var BABYLON;
     })();
     BABYLON.PostProcessRenderPass = PostProcessRenderPass;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../PostProcess/RenderPipeline/babylon.postProcessRenderPass.js.map
+//# sourceMappingURL=babylon.postProcessRenderPass.js.map

+ 1 - 2
Babylon/PostProcess/RenderPipeline/babylon.postProcessRenderPipeline.js

@@ -114,5 +114,4 @@ var BABYLON;
     })();
     BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../PostProcess/RenderPipeline/babylon.postProcessRenderPipeline.js.map
+//# sourceMappingURL=babylon.postProcessRenderPipeline.js.map

+ 1 - 2
Babylon/PostProcess/RenderPipeline/babylon.postProcessRenderPipelineManager.js

@@ -58,5 +58,4 @@ var BABYLON;
     })();
     BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../../PostProcess/RenderPipeline/babylon.postProcessRenderPipelineManager.js.map
+//# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map

+ 1 - 2
Babylon/PostProcess/babylon.anaglyphPostProcess.js

@@ -15,5 +15,4 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../PostProcess/babylon.anaglyphPostProcess.js.map
+//# sourceMappingURL=babylon.anaglyphPostProcess.js.map

+ 1 - 2
Babylon/PostProcess/babylon.blackAndWhitePostProcess.js

@@ -15,5 +15,4 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../PostProcess/babylon.blackAndWhitePostProcess.js.map
+//# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map

+ 1 - 2
Babylon/PostProcess/babylon.blurPostProcess.js

@@ -24,5 +24,4 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.BlurPostProcess = BlurPostProcess;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../PostProcess/babylon.blurPostProcess.js.map
+//# sourceMappingURL=babylon.blurPostProcess.js.map

+ 1 - 2
Babylon/PostProcess/babylon.convolutionPostProcess.js

@@ -29,5 +29,4 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../PostProcess/babylon.convolutionPostProcess.js.map
+//# sourceMappingURL=babylon.convolutionPostProcess.js.map

+ 1 - 2
Babylon/PostProcess/babylon.displayPassPostProcess.js

@@ -15,5 +15,4 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../PostProcess/babylon.displayPassPostProcess.js.map
+//# sourceMappingURL=babylon.displayPassPostProcess.js.map

+ 1 - 2
Babylon/PostProcess/babylon.filterPostProcess.js

@@ -20,5 +20,4 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.FilterPostProcess = FilterPostProcess;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../PostProcess/babylon.filterPostProcess.js.map
+//# sourceMappingURL=babylon.filterPostProcess.js.map

+ 1 - 2
Babylon/PostProcess/babylon.fxaaPostProcess.js

@@ -23,5 +23,4 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.FxaaPostProcess = FxaaPostProcess;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../PostProcess/babylon.fxaaPostProcess.js.map
+//# sourceMappingURL=babylon.fxaaPostProcess.js.map

+ 229 - 0
Babylon/PostProcess/babylon.lensRenderingPipeline.js

@@ -0,0 +1,229 @@
+var __extends = this.__extends || function (d, b) {
+    for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
+    function __() { this.constructor = d; }
+    __.prototype = b.prototype;
+    d.prototype = new __();
+};
+var BABYLON;
+(function (BABYLON) {
+    var LensRenderingPipeline = (function (_super) {
+        __extends(LensRenderingPipeline, _super);
+        /**
+         * @constructor
+         * @param {string} name - The rendering pipeline name
+         * @param {object} parameters - An object containing all parameters (see below)
+         * @param {BABYLON.Scene} scene - The scene linked to this pipeline
+         * @param {number} ratio - The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
+         * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
+
+            Effect parameters are as follow:
+            {
+                chromatic_aberration: number;		// from 0 to x (1 for realism)
+                edge_blur: number;					// from 0 to x (1 for realism)
+                distortion: number;					// from 0 to x (1 for realism)
+                grain_amount: number;				// from 0 to 1
+                grain_texture: BABYLON.Texture;		// texture to use for grain effect; if unset, use random B&W noise
+                dof_focus_depth: number;			// depth-of-field: focus depth; unset to disable
+                dof_aperture: number;				// depth-of-field: focus blur bias (default: 1)
+                dof_pentagon: boolean;				// depth-of-field: makes a pentagon-like "bokeh" effect
+                dof_gain: boolean;					// depth-of-field: depthOfField gain (default: 1)
+                dof_threshold: boolean;				// depth-of-field: depthOfField threshold (default: 1)
+                blur_noise: boolean;				// add a little bit of noise to the blur (default: true)
+            }
+
+            Note: if an effect parameter is unset, effect is disabled
+         */
+        function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
+            var _this = this;
+            if (ratio === void 0) { ratio = 1.0; }
+            _super.call(this, scene.getEngine(), name);
+            // Lens effects can be of the following:
+            // - chromatic aberration (slight shift of RGB colors)
+            // - blur on the edge of the lens
+            // - lens distortion
+            // - depth-of-field 'bokeh' effect (shapes appearing in blured areas, stronger highlights)
+            // - grain/dust-on-lens effect
+            // Two additional texture samplers are needed:
+            // - depth map (for depth-of-field)
+            // - grain texture
+            /**
+            * The chromatic aberration PostProcess id in the pipeline
+            * @type {string}
+            */
+            this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
+            /**
+            * The depth-of-field PostProcess id in the pipeline
+            * @type {string}
+            */
+            this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
+            this._scene = scene;
+            // Fetch texture samplers
+            this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
+            if (parameters.grain_texture) {
+                this._grainTexture = parameters.grain_texture;
+            }
+            else {
+                this._createGrainTexture();
+            }
+            // save parameters
+            this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
+            this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
+            this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
+            this._distortion = parameters.distortion ? parameters.distortion : 0;
+            this._highlightsGain = parameters.dof_gain ? parameters.dof_gain : 1;
+            this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
+            this._dofDepth = parameters.dof_focus_depth !== undefined ? parameters.dof_focus_depth : -1;
+            this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
+            this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
+            this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
+            // Create effects
+            this._createChromaticAberrationPostProcess(ratio);
+            this._createDepthOfFieldPostProcess(ratio);
+            // Set up pipeline
+            this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.LensChromaticAberrationEffect, function () {
+                return _this._chromaticAberrationPostProcess;
+            }, true));
+            this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.LensDepthOfFieldEffect, function () {
+                return _this._depthOfFieldPostProcess;
+            }, true));
+            // Finish
+            scene.postProcessRenderPipelineManager.addPipeline(this);
+            if (cameras) {
+                scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
+            }
+        }
+        // public methods
+        LensRenderingPipeline.prototype.setEdgeBlur = function (amount) {
+            this._edgeBlur = amount;
+        };
+        LensRenderingPipeline.prototype.disableEdgeBlur = function () {
+            this._edgeBlur = 0;
+        };
+        LensRenderingPipeline.prototype.setGrainAmount = function (amount) {
+            this._grainAmount = amount;
+        };
+        LensRenderingPipeline.prototype.disableGrain = function () {
+            this._grainAmount = 0;
+        };
+        LensRenderingPipeline.prototype.setChromaticAberration = function (amount) {
+            this._chromaticAberration = amount;
+        };
+        LensRenderingPipeline.prototype.disableChromaticAberration = function () {
+            this._chromaticAberration = 0;
+        };
+        LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) {
+            this._distortion = amount;
+        };
+        LensRenderingPipeline.prototype.disableEdgeDistortion = function () {
+            this._distortion = 0;
+        };
+        LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
+            this._highlightsGain = amount;
+        };
+        LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
+            this._highlightsThreshold = amount;
+        };
+        LensRenderingPipeline.prototype.setFocusDepth = function (amount) {
+            this._dofDepth = amount;
+        };
+        LensRenderingPipeline.prototype.disableDepthOfField = function () {
+            this._dofDepth = -1;
+        };
+        LensRenderingPipeline.prototype.setAperture = function (amount) {
+            this._dofAperture = amount;
+        };
+        LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
+            this._dofPentagon = true;
+        };
+        LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
+            this._dofPentagon = false;
+        };
+        LensRenderingPipeline.prototype.enableNoiseBlur = function () {
+            this._blurNoise = true;
+        };
+        LensRenderingPipeline.prototype.disableNoiseBlur = function () {
+            this._blurNoise = false;
+        };
+        /**
+         * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
+         */
+        LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
+            if (disableDepthRender === void 0) { disableDepthRender = false; }
+            this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
+            // this._originalColorPostProcess = undefined;
+            this._chromaticAberrationPostProcess = undefined;
+            this._depthOfFieldPostProcess = undefined;
+            this._grainTexture.dispose();
+            if (disableDepthRender)
+                this._scene.disableDepthRenderer();
+        };
+        // colors shifting and distortion
+        LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
+            var _this = this;
+            this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "./chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height"], [], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
+            this._chromaticAberrationPostProcess.onApply = function (effect) {
+                effect.setFloat('chromatic_aberration', _this._chromaticAberration);
+                effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
+                effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
+            };
+        };
+        // colors shifting and distortion
+        LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
+            var _this = this;
+            this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "./depthOfField", [
+                "gain",
+                "threshold",
+                "focus_depth",
+                "aperture",
+                "pentagon",
+                "maxZ",
+                "edge_blur",
+                "chromatic_aberration",
+                "distortion",
+                "blur_noise",
+                "grain_amount",
+                "screen_width",
+                "screen_height"
+            ], ["depthSampler", "grainSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
+            this._depthOfFieldPostProcess.onApply = function (effect) {
+                effect.setBool('pentagon', _this._dofPentagon);
+                effect.setBool('blur_noise', _this._blurNoise);
+                effect.setFloat('maxZ', _this._scene.activeCamera.maxZ);
+                effect.setFloat('grain_amount', _this._grainAmount);
+                effect.setTexture("depthSampler", _this._depthTexture);
+                effect.setTexture("grainSampler", _this._grainTexture);
+                effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
+                effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
+                effect.setFloat('distortion', _this._distortion);
+                effect.setFloat('focus_depth', _this._dofDepth);
+                effect.setFloat('aperture', _this._dofAperture);
+                effect.setFloat('gain', _this._highlightsGain);
+                effect.setFloat('threshold', _this._highlightsThreshold);
+                effect.setFloat('edge_blur', _this._edgeBlur);
+            };
+        };
+        // creates a black and white random noise texture, 512x512
+        LensRenderingPipeline.prototype._createGrainTexture = function () {
+            var size = 512;
+            this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
+            this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
+            this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
+            var context = this._grainTexture.getContext();
+            var rand = function (min, max) {
+                return Math.random() * (max - min) + min;
+            };
+            var value;
+            for (var x = 0; x < size; x++) {
+                for (var y = 0; y < size; y++) {
+                    value = Math.floor(rand(0.42, 0.58) * 255);
+                    context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
+                    context.fillRect(x, y, 1, 1);
+                }
+            }
+            this._grainTexture.update(false);
+        };
+        return LensRenderingPipeline;
+    })(BABYLON.PostProcessRenderPipeline);
+    BABYLON.LensRenderingPipeline = LensRenderingPipeline;
+})(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.lensRenderingPipeline.js.map

+ 3 - 5
Babylon/PostProcess/babylon.lensRenderingPipeline.ts

@@ -1,5 +1,3 @@
-/// <reference path="babylon.d.ts" />
-
 module BABYLON {
     export class LensRenderingPipeline extends PostProcessRenderPipeline {
 
@@ -131,7 +129,7 @@ module BABYLON {
             this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
 
             // this._originalColorPostProcess = undefined;
-            this._chromaticAberrationPostProcess = undefined
+            this._chromaticAberrationPostProcess = undefined;
             this._depthOfFieldPostProcess = undefined;
 
             this._grainTexture.dispose();
@@ -197,7 +195,7 @@ module BABYLON {
             this._grainTexture.wrapU = Texture.WRAP_ADDRESSMODE;
             this._grainTexture.wrapV = Texture.WRAP_ADDRESSMODE;
 
-            var context = (<BABYLON.DynamicTexture>this._grainTexture).getContext();
+            var context = (<DynamicTexture>this._grainTexture).getContext();
 
             var rand = (min, max) => {
                 return Math.random() * (max - min) + min;
@@ -211,7 +209,7 @@ module BABYLON {
                     context.fillRect(x, y, 1, 1);
                 }
             }
-            (<BABYLON.DynamicTexture>this._grainTexture).update(false);
+            (<DynamicTexture>this._grainTexture).update(false);
         }
 
     }

+ 1 - 2
Babylon/PostProcess/babylon.oculusDistortionCorrectionPostProcess.js

@@ -38,5 +38,4 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.OculusDistortionCorrectionPostProcess = OculusDistortionCorrectionPostProcess;
 })(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=../PostProcess/babylon.oculusDistortionCorrectionPostProcess.js.map
+//# sourceMappingURL=babylon.oculusDistortionCorrectionPostProcess.js.map

+ 0 - 0
Babylon/PostProcess/babylon.passPostProcess.js


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