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@@ -155,7 +155,7 @@ var BABYLON;
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Color3.Yellow = function () { return new Color3(1, 1, 0); };
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Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
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return Color3;
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- }());
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+ })();
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BABYLON.Color3 = Color3;
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var Color4 = (function () {
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function Color4(r, g, b, a) {
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@@ -276,7 +276,7 @@ var BABYLON;
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return colors;
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};
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return Color4;
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- }());
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+ })();
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BABYLON.Color4 = Color4;
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var Vector2 = (function () {
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function Vector2(x, y) {
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@@ -464,7 +464,7 @@ var BABYLON;
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return (x * x) + (y * y);
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};
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return Vector2;
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- }());
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+ })();
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BABYLON.Vector2 = Vector2;
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var Vector3 = (function () {
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function Vector3(x, y, z) {
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@@ -963,7 +963,7 @@ var BABYLON;
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ref.z = roll;
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};
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return Vector3;
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- }());
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+ })();
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BABYLON.Vector3 = Vector3;
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//Vector4 class created for EulerAngle class conversion to Quaternion
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var Vector4 = (function () {
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@@ -1220,7 +1220,7 @@ var BABYLON;
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return center;
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};
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return Vector4;
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- }());
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+ })();
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BABYLON.Vector4 = Vector4;
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var Quaternion = (function () {
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function Quaternion(x, y, z, w) {
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@@ -1492,7 +1492,7 @@ var BABYLON;
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return new Quaternion((num3 * left.x) + (num2 * right.x), (num3 * left.y) + (num2 * right.y), (num3 * left.z) + (num2 * right.z), (num3 * left.w) + (num2 * right.w));
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};
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return Quaternion;
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- }());
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+ })();
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BABYLON.Quaternion = Quaternion;
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var Matrix = (function () {
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function Matrix() {
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@@ -2127,7 +2127,7 @@ var BABYLON;
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Matrix._yAxis = Vector3.Zero();
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Matrix._zAxis = Vector3.Zero();
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return Matrix;
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- }());
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+ })();
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BABYLON.Matrix = Matrix;
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var Plane = (function () {
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function Plane(a, b, c, d) {
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@@ -2220,7 +2220,7 @@ var BABYLON;
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return Vector3.Dot(point, normal) + d;
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};
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return Plane;
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- }());
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+ })();
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BABYLON.Plane = Plane;
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var Viewport = (function () {
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function Viewport(x, y, width, height) {
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@@ -2240,7 +2240,7 @@ var BABYLON;
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return new Viewport(this.x * width, this.y * height, this.width * width, this.height * height);
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};
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return Viewport;
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- }());
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+ })();
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BABYLON.Viewport = Viewport;
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var Frustum = (function () {
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function Frustum() {
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@@ -2292,7 +2292,7 @@ var BABYLON;
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frustumPlanes[5].normalize();
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};
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return Frustum;
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- }());
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+ })();
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BABYLON.Frustum = Frustum;
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var Ray = (function () {
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function Ray(origin, direction, length) {
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@@ -2460,7 +2460,7 @@ var BABYLON;
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return new Ray(newOrigin, newDirection, ray.length);
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};
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return Ray;
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- }());
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+ })();
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BABYLON.Ray = Ray;
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(function (Space) {
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Space[Space["LOCAL"] = 0] = "LOCAL";
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@@ -2474,7 +2474,7 @@ var BABYLON;
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Axis.Y = new Vector3(0, 1, 0);
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Axis.Z = new Vector3(0, 0, 1);
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return Axis;
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- }());
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+ })();
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BABYLON.Axis = Axis;
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;
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var BezierCurve = (function () {
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@@ -2500,7 +2500,7 @@ var BABYLON;
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Math.pow(refinedT, 3);
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};
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return BezierCurve;
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- }());
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+ })();
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BABYLON.BezierCurve = BezierCurve;
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(function (Orientation) {
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Orientation[Orientation["CW"] = 0] = "CW";
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@@ -2528,7 +2528,7 @@ var BABYLON;
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return new Angle(degrees * Math.PI / 180);
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};
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return Angle;
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- }());
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+ })();
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BABYLON.Angle = Angle;
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var Arc2 = (function () {
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function Arc2(startPoint, midPoint, endPoint) {
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@@ -2558,7 +2558,7 @@ var BABYLON;
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this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
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}
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return Arc2;
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- }());
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+ })();
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BABYLON.Arc2 = Arc2;
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var PathCursor = (function () {
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function PathCursor(path) {
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@@ -2615,7 +2615,7 @@ var BABYLON;
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return this;
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};
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return PathCursor;
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- }());
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+ })();
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BABYLON.PathCursor = PathCursor;
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var Path2 = (function () {
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function Path2(x, y) {
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@@ -2700,7 +2700,7 @@ var BABYLON;
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return new Path2(x, y);
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};
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return Path2;
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- }());
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+ })();
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BABYLON.Path2 = Path2;
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var Path3D = (function () {
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/**
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@@ -2847,7 +2847,7 @@ var BABYLON;
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return normal0;
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};
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return Path3D;
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- }());
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+ })();
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BABYLON.Path3D = Path3D;
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var Curve3 = (function () {
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function Curve3(points) {
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@@ -2914,7 +2914,7 @@ var BABYLON;
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return l;
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};
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return Curve3;
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- }());
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+ })();
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BABYLON.Curve3 = Curve3;
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// SphericalHarmonics
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var SphericalHarmonics = (function () {
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@@ -2954,7 +2954,7 @@ var BABYLON;
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this.L22 = this.L22.scale(scale);
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};
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return SphericalHarmonics;
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- }());
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+ })();
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BABYLON.SphericalHarmonics = SphericalHarmonics;
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// SphericalPolynomial
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var SphericalPolynomial = (function () {
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@@ -2989,7 +2989,7 @@ var BABYLON;
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return result;
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};
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return SphericalPolynomial;
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- }());
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+ })();
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BABYLON.SphericalPolynomial = SphericalPolynomial;
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// Vertex formats
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var PositionNormalVertex = (function () {
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@@ -3003,7 +3003,7 @@ var BABYLON;
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return new PositionNormalVertex(this.position.clone(), this.normal.clone());
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};
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return PositionNormalVertex;
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- }());
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+ })();
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BABYLON.PositionNormalVertex = PositionNormalVertex;
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var PositionNormalTextureVertex = (function () {
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function PositionNormalTextureVertex(position, normal, uv) {
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@@ -3018,7 +3018,7 @@ var BABYLON;
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return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
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};
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return PositionNormalTextureVertex;
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- }());
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+ })();
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BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
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// Temporary pre-allocated objects for engine internal use
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// usage in any internal function :
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@@ -3038,6 +3038,6 @@ var BABYLON;
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Matrix.Zero(), Matrix.Zero(),
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Matrix.Zero(), Matrix.Zero()]; // 6 temp Matrices at once should be enough
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return Tmp;
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- }());
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+ })();
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BABYLON.Tmp = Tmp;
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})(BABYLON || (BABYLON = {}));
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