Browse Source

Revert "API doc : completed class Mesh doc"

This reverts commit cbe02ae961dd48db1dd20a0a9ae5edcb2c18aea4.
jbousquie 9 years ago
parent
commit
27c4fdcc17
100 changed files with 9134 additions and 5051 deletions
  1. 25 32
      dist/preview release/babylon.core.js
  2. 4029 4045
      dist/preview release/babylon.d.ts
  3. 33 37
      dist/preview release/babylon.js
  4. 4834 288
      dist/preview release/babylon.max.js
  5. 32 36
      dist/preview release/babylon.noworker.js
  6. 1 1
      src/Actions/babylon.action.js
  7. 2 2
      src/Actions/babylon.actionManager.js
  8. 4 4
      src/Actions/babylon.condition.js
  9. 12 12
      src/Actions/babylon.directActions.js
  10. 1 1
      src/Actions/babylon.interpolateValueAction.js
  11. 1 1
      src/Animations/babylon.animatable.js
  12. 4 4
      src/Animations/babylon.animation.js
  13. 13 13
      src/Animations/babylon.easing.js
  14. 1 1
      src/Audio/babylon.analyser.js
  15. 1 1
      src/Audio/babylon.audioEngine.js
  16. 1 1
      src/Audio/babylon.sound.js
  17. 1 1
      src/Audio/babylon.soundtrack.js
  18. 1 1
      src/Bones/babylon.bone.js
  19. 1 1
      src/Bones/babylon.skeleton.js
  20. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.gamepad.js
  21. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.keyboard.js
  22. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.mousewheel.js
  23. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.pointers.js
  24. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.vrdeviceorientation.js
  25. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.deviceorientation.js
  26. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.gamepad.js
  27. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.keyboard.js
  28. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.mouse.js
  29. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.touch.js
  30. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.virtualjoystick.js
  31. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.vrdeviceorientation.js
  32. 1 1
      src/Cameras/VR/babylon.vrCameraMetrics.js
  33. 2 2
      src/Cameras/VR/babylon.vrDeviceOrientationCamera.js
  34. 1 1
      src/Cameras/VR/babylon.webVRCamera.js
  35. 1 1
      src/Cameras/babylon.arcRotateCamera.js
  36. 1 1
      src/Cameras/babylon.arcRotateCameraInputsManager.js
  37. 1 1
      src/Cameras/babylon.camera.js
  38. 1 1
      src/Cameras/babylon.cameraInputsManager.js
  39. 1 1
      src/Cameras/babylon.deviceOrientationCamera.js
  40. 2 2
      src/Cameras/babylon.followCamera.js
  41. 1 1
      src/Cameras/babylon.freeCamera.js
  42. 1 1
      src/Cameras/babylon.freeCameraInputsManager.js
  43. 1 1
      src/Cameras/babylon.gamepadCamera.js
  44. 8 8
      src/Cameras/babylon.stereoscopicCameras.js
  45. 1 1
      src/Cameras/babylon.targetCamera.js
  46. 1 1
      src/Cameras/babylon.touchCamera.js
  47. 1 1
      src/Cameras/babylon.universalCamera.js
  48. 1 1
      src/Cameras/babylon.virtualJoysticksCamera.js
  49. 1 1
      src/Collisions/babylon.collider.js
  50. 2 2
      src/Collisions/babylon.collisionCoordinator.js
  51. 3 3
      src/Collisions/babylon.collisionWorker.js
  52. 2 2
      src/Collisions/babylon.pickingInfo.js
  53. 1 1
      src/Culling/Octrees/babylon.octree.js
  54. 1 1
      src/Culling/Octrees/babylon.octreeBlock.js
  55. 1 1
      src/Culling/babylon.boundingBox.js
  56. 1 1
      src/Culling/babylon.boundingInfo.js
  57. 1 1
      src/Culling/babylon.boundingSphere.js
  58. 1 1
      src/Culling/babylon.ray.js
  59. 1 1
      src/Debug/babylon.debugLayer.js
  60. 1 1
      src/Debug/babylon.skeletonViewer.js
  61. 1 1
      src/Layer/babylon.layer.js
  62. 1 1
      src/LensFlare/babylon.lensFlare.js
  63. 1 1
      src/LensFlare/babylon.lensFlareSystem.js
  64. 1 1
      src/Lights/Shadows/babylon.shadowGenerator.js
  65. 1 1
      src/Lights/babylon.directionalLight.js
  66. 1 1
      src/Lights/babylon.hemisphericLight.js
  67. 1 1
      src/Lights/babylon.light.js
  68. 1 1
      src/Lights/babylon.pointLight.js
  69. 1 1
      src/Lights/babylon.spotLight.js
  70. 1 1
      src/Loading/babylon.sceneLoader.js
  71. 1 1
      src/Materials/Textures/Procedurals/babylon.customProceduralTexture.js
  72. 1 1
      src/Materials/Textures/Procedurals/babylon.proceduralTexture.js
  73. 1 1
      src/Materials/Textures/babylon.baseTexture.js
  74. 1 1
      src/Materials/Textures/babylon.cubeTexture.js
  75. 1 1
      src/Materials/Textures/babylon.dynamicTexture.js
  76. 0 416
      src/Materials/Textures/babylon.hdrcubetexture.js
  77. 1 1
      src/Materials/Textures/babylon.mirrorTexture.js
  78. 1 1
      src/Materials/Textures/babylon.rawTexture.js
  79. 1 1
      src/Materials/Textures/babylon.refractionTexture.js
  80. 1 1
      src/Materials/Textures/babylon.renderTargetTexture.js
  81. 1 1
      src/Materials/Textures/babylon.texture.js
  82. 1 1
      src/Materials/Textures/babylon.videoTexture.js
  83. 2 2
      src/Materials/babylon.effect.js
  84. 1 1
      src/Materials/babylon.fresnelParameters.js
  85. 2 2
      src/Materials/babylon.material.js
  86. 1 1
      src/Materials/babylon.materialHelper.js
  87. 1 1
      src/Materials/babylon.multiMaterial.js
  88. 2 2
      src/Materials/babylon.pbrMaterial.js
  89. 1 1
      src/Materials/babylon.shaderMaterial.js
  90. 2 2
      src/Materials/babylon.standardMaterial.js
  91. 3 3
      src/Math/babylon.math.SIMD.js
  92. 23 23
      src/Math/babylon.math.js
  93. 1 1
      src/Mesh/babylon.abstractMesh.js
  94. 5 5
      src/Mesh/babylon.csg.js
  95. 12 12
      src/Mesh/babylon.geometry.js
  96. 1 1
      src/Mesh/babylon.groundMesh.js
  97. 1 1
      src/Mesh/babylon.instancedMesh.js
  98. 1 1
      src/Mesh/babylon.linesMesh.js
  99. 3 19
      src/Mesh/babylon.mesh.js
  100. 0 0
      src/Mesh/babylon.mesh.ts

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+ 25 - 32
dist/preview release/babylon.core.js


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+ 4029 - 4045
dist/preview release/babylon.d.ts


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+ 33 - 37
dist/preview release/babylon.js


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+ 4834 - 288
dist/preview release/babylon.max.js


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+ 32 - 36
dist/preview release/babylon.noworker.js


+ 1 - 1
src/Actions/babylon.action.js

@@ -67,6 +67,6 @@ var BABYLON;
             return this._actionManager._getEffectiveTarget(target, propertyPath);
         };
         return Action;
-    }());
+    })();
     BABYLON.Action = Action;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Actions/babylon.actionManager.js

@@ -47,7 +47,7 @@ var BABYLON;
             return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
         };
         return ActionEvent;
-    }());
+    })();
     BABYLON.ActionEvent = ActionEvent;
     /**
      * Action Manager manages all events to be triggered on a given mesh or the global scene.
@@ -468,6 +468,6 @@ var BABYLON;
         ActionManager.DragMovementThreshold = 10; // in pixels
         ActionManager.LongPressDelay = 500; // in milliseconds
         return ActionManager;
-    }());
+    })();
     BABYLON.ActionManager = ActionManager;
 })(BABYLON || (BABYLON = {}));

+ 4 - 4
src/Actions/babylon.condition.js

@@ -19,7 +19,7 @@ var BABYLON;
             return this._actionManager._getEffectiveTarget(target, propertyPath);
         };
         return Condition;
-    }());
+    })();
     BABYLON.Condition = Condition;
     var ValueCondition = (function (_super) {
         __extends(ValueCondition, _super);
@@ -86,7 +86,7 @@ var BABYLON;
         ValueCondition._IsGreater = 2;
         ValueCondition._IsLesser = 3;
         return ValueCondition;
-    }(Condition));
+    })(Condition);
     BABYLON.ValueCondition = ValueCondition;
     var PredicateCondition = (function (_super) {
         __extends(PredicateCondition, _super);
@@ -98,7 +98,7 @@ var BABYLON;
             return this.predicate();
         };
         return PredicateCondition;
-    }(Condition));
+    })(Condition);
     BABYLON.PredicateCondition = PredicateCondition;
     var StateCondition = (function (_super) {
         __extends(StateCondition, _super);
@@ -112,6 +112,6 @@ var BABYLON;
             return this._target.state === this.value;
         };
         return StateCondition;
-    }(Condition));
+    })(Condition);
     BABYLON.StateCondition = StateCondition;
 })(BABYLON || (BABYLON = {}));

+ 12 - 12
src/Actions/babylon.directActions.js

@@ -20,7 +20,7 @@ var BABYLON;
             this._target[this._property] = !this._target[this._property];
         };
         return SwitchBooleanAction;
-    }(BABYLON.Action));
+    })(BABYLON.Action);
     BABYLON.SwitchBooleanAction = SwitchBooleanAction;
     var SetStateAction = (function (_super) {
         __extends(SetStateAction, _super);
@@ -33,7 +33,7 @@ var BABYLON;
             this._target.state = this.value;
         };
         return SetStateAction;
-    }(BABYLON.Action));
+    })(BABYLON.Action);
     BABYLON.SetStateAction = SetStateAction;
     var SetValueAction = (function (_super) {
         __extends(SetValueAction, _super);
@@ -51,7 +51,7 @@ var BABYLON;
             this._target[this._property] = this.value;
         };
         return SetValueAction;
-    }(BABYLON.Action));
+    })(BABYLON.Action);
     BABYLON.SetValueAction = SetValueAction;
     var IncrementValueAction = (function (_super) {
         __extends(IncrementValueAction, _super);
@@ -72,7 +72,7 @@ var BABYLON;
             this._target[this._property] += this.value;
         };
         return IncrementValueAction;
-    }(BABYLON.Action));
+    })(BABYLON.Action);
     BABYLON.IncrementValueAction = IncrementValueAction;
     var PlayAnimationAction = (function (_super) {
         __extends(PlayAnimationAction, _super);
@@ -90,7 +90,7 @@ var BABYLON;
             scene.beginAnimation(this._target, this.from, this.to, this.loop);
         };
         return PlayAnimationAction;
-    }(BABYLON.Action));
+    })(BABYLON.Action);
     BABYLON.PlayAnimationAction = PlayAnimationAction;
     var StopAnimationAction = (function (_super) {
         __extends(StopAnimationAction, _super);
@@ -105,7 +105,7 @@ var BABYLON;
             scene.stopAnimation(this._target);
         };
         return StopAnimationAction;
-    }(BABYLON.Action));
+    })(BABYLON.Action);
     BABYLON.StopAnimationAction = StopAnimationAction;
     var DoNothingAction = (function (_super) {
         __extends(DoNothingAction, _super);
@@ -116,7 +116,7 @@ var BABYLON;
         DoNothingAction.prototype.execute = function () {
         };
         return DoNothingAction;
-    }(BABYLON.Action));
+    })(BABYLON.Action);
     BABYLON.DoNothingAction = DoNothingAction;
     var CombineAction = (function (_super) {
         __extends(CombineAction, _super);
@@ -136,7 +136,7 @@ var BABYLON;
             }
         };
         return CombineAction;
-    }(BABYLON.Action));
+    })(BABYLON.Action);
     BABYLON.CombineAction = CombineAction;
     var ExecuteCodeAction = (function (_super) {
         __extends(ExecuteCodeAction, _super);
@@ -148,7 +148,7 @@ var BABYLON;
             this.func(evt);
         };
         return ExecuteCodeAction;
-    }(BABYLON.Action));
+    })(BABYLON.Action);
     BABYLON.ExecuteCodeAction = ExecuteCodeAction;
     var SetParentAction = (function (_super) {
         __extends(SetParentAction, _super);
@@ -169,7 +169,7 @@ var BABYLON;
             this._target.parent = this._parent;
         };
         return SetParentAction;
-    }(BABYLON.Action));
+    })(BABYLON.Action);
     BABYLON.SetParentAction = SetParentAction;
     var PlaySoundAction = (function (_super) {
         __extends(PlaySoundAction, _super);
@@ -184,7 +184,7 @@ var BABYLON;
                 this._sound.play();
         };
         return PlaySoundAction;
-    }(BABYLON.Action));
+    })(BABYLON.Action);
     BABYLON.PlaySoundAction = PlaySoundAction;
     var StopSoundAction = (function (_super) {
         __extends(StopSoundAction, _super);
@@ -199,6 +199,6 @@ var BABYLON;
                 this._sound.stop();
         };
         return StopSoundAction;
-    }(BABYLON.Action));
+    })(BABYLON.Action);
     BABYLON.StopSoundAction = StopSoundAction;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Actions/babylon.interpolateValueAction.js

@@ -60,6 +60,6 @@ var BABYLON;
             scene.beginDirectAnimation(this._target, [animation], 0, 100, false, 1, this.onInterpolationDone);
         };
         return InterpolateValueAction;
-    }(BABYLON.Action));
+    })(BABYLON.Action);
     BABYLON.InterpolateValueAction = InterpolateValueAction;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Animations/babylon.animatable.js

@@ -127,6 +127,6 @@ var BABYLON;
             return running;
         };
         return Animatable;
-    }());
+    })();
     BABYLON.Animatable = Animatable;
 })(BABYLON || (BABYLON = {}));

+ 4 - 4
src/Animations/babylon.animation.js

@@ -10,7 +10,7 @@ var BABYLON;
             return new AnimationRange(this.name, this.from, this.to);
         };
         return AnimationRange;
-    }());
+    })();
     BABYLON.AnimationRange = AnimationRange;
     /**
      * Composed of a frame, and an action function
@@ -23,7 +23,7 @@ var BABYLON;
             this.isDone = false;
         }
         return AnimationEvent;
-    }());
+    })();
     BABYLON.AnimationEvent = AnimationEvent;
     var PathCursor = (function () {
         function PathCursor(path) {
@@ -80,7 +80,7 @@ var BABYLON;
             return this;
         };
         return PathCursor;
-    }());
+    })();
     BABYLON.PathCursor = PathCursor;
     var Animation = (function () {
         function Animation(name, targetProperty, framePerSecond, dataType, loopMode, enableBlending) {
@@ -697,6 +697,6 @@ var BABYLON;
         Animation._ANIMATIONLOOPMODE_CYCLE = 1;
         Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
         return Animation;
-    }());
+    })();
     BABYLON.Animation = Animation;
 })(BABYLON || (BABYLON = {}));

+ 13 - 13
src/Animations/babylon.easing.js

@@ -58,7 +58,7 @@ var BABYLON;
         EasingFunction._EASINGMODE_EASEOUT = 1;
         EasingFunction._EASINGMODE_EASEINOUT = 2;
         return EasingFunction;
-    }());
+    })();
     BABYLON.EasingFunction = EasingFunction;
     var CircleEase = (function (_super) {
         __extends(CircleEase, _super);
@@ -70,7 +70,7 @@ var BABYLON;
             return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
         };
         return CircleEase;
-    }(EasingFunction));
+    })(EasingFunction);
     BABYLON.CircleEase = CircleEase;
     var BackEase = (function (_super) {
         __extends(BackEase, _super);
@@ -84,7 +84,7 @@ var BABYLON;
             return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
         };
         return BackEase;
-    }(EasingFunction));
+    })(EasingFunction);
     BABYLON.BackEase = BackEase;
     var BounceEase = (function (_super) {
         __extends(BounceEase, _super);
@@ -116,7 +116,7 @@ var BABYLON;
             return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
         };
         return BounceEase;
-    }(EasingFunction));
+    })(EasingFunction);
     BABYLON.BounceEase = BounceEase;
     var CubicEase = (function (_super) {
         __extends(CubicEase, _super);
@@ -127,7 +127,7 @@ var BABYLON;
             return (gradient * gradient * gradient);
         };
         return CubicEase;
-    }(EasingFunction));
+    })(EasingFunction);
     BABYLON.CubicEase = CubicEase;
     var ElasticEase = (function (_super) {
         __extends(ElasticEase, _super);
@@ -151,7 +151,7 @@ var BABYLON;
             return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
         };
         return ElasticEase;
-    }(EasingFunction));
+    })(EasingFunction);
     BABYLON.ElasticEase = ElasticEase;
     var ExponentialEase = (function (_super) {
         __extends(ExponentialEase, _super);
@@ -167,7 +167,7 @@ var BABYLON;
             return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
         };
         return ExponentialEase;
-    }(EasingFunction));
+    })(EasingFunction);
     BABYLON.ExponentialEase = ExponentialEase;
     var PowerEase = (function (_super) {
         __extends(PowerEase, _super);
@@ -181,7 +181,7 @@ var BABYLON;
             return Math.pow(gradient, y);
         };
         return PowerEase;
-    }(EasingFunction));
+    })(EasingFunction);
     BABYLON.PowerEase = PowerEase;
     var QuadraticEase = (function (_super) {
         __extends(QuadraticEase, _super);
@@ -192,7 +192,7 @@ var BABYLON;
             return (gradient * gradient);
         };
         return QuadraticEase;
-    }(EasingFunction));
+    })(EasingFunction);
     BABYLON.QuadraticEase = QuadraticEase;
     var QuarticEase = (function (_super) {
         __extends(QuarticEase, _super);
@@ -203,7 +203,7 @@ var BABYLON;
             return (gradient * gradient * gradient * gradient);
         };
         return QuarticEase;
-    }(EasingFunction));
+    })(EasingFunction);
     BABYLON.QuarticEase = QuarticEase;
     var QuinticEase = (function (_super) {
         __extends(QuinticEase, _super);
@@ -214,7 +214,7 @@ var BABYLON;
             return (gradient * gradient * gradient * gradient * gradient);
         };
         return QuinticEase;
-    }(EasingFunction));
+    })(EasingFunction);
     BABYLON.QuinticEase = QuinticEase;
     var SineEase = (function (_super) {
         __extends(SineEase, _super);
@@ -225,7 +225,7 @@ var BABYLON;
             return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
         };
         return SineEase;
-    }(EasingFunction));
+    })(EasingFunction);
     BABYLON.SineEase = SineEase;
     var BezierCurveEase = (function (_super) {
         __extends(BezierCurveEase, _super);
@@ -244,6 +244,6 @@ var BABYLON;
             return BABYLON.BezierCurve.interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
         };
         return BezierCurveEase;
-    }(EasingFunction));
+    })(EasingFunction);
     BABYLON.BezierCurveEase = BezierCurveEase;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Audio/babylon.analyser.js

@@ -106,6 +106,6 @@ var BABYLON;
             }
         };
         return Analyser;
-    }());
+    })();
     BABYLON.Analyser = Analyser;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Audio/babylon.audioEngine.js

@@ -101,6 +101,6 @@ var BABYLON;
             }
         };
         return AudioEngine;
-    }());
+    })();
     BABYLON.AudioEngine = AudioEngine;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Audio/babylon.sound.js

@@ -547,6 +547,6 @@ var BABYLON;
             return newSound;
         };
         return Sound;
-    }());
+    })();
     BABYLON.Sound = Sound;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Audio/babylon.soundtrack.js

@@ -96,6 +96,6 @@ var BABYLON;
             }
         };
         return SoundTrack;
-    }());
+    })();
     BABYLON.SoundTrack = SoundTrack;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Bones/babylon.bone.js

@@ -124,6 +124,6 @@ var BABYLON;
             return true;
         };
         return Bone;
-    }(BABYLON.Node));
+    })(BABYLON.Node);
     BABYLON.Bone = Bone;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Bones/babylon.skeleton.js

@@ -317,6 +317,6 @@ var BABYLON;
             return skeleton;
         };
         return Skeleton;
-    }());
+    })();
     BABYLON.Skeleton = Skeleton;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.arcrotatecamera.input.gamepad.js

@@ -65,7 +65,7 @@ var BABYLON;
             BABYLON.serialize()
         ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
         return ArcRotateCameraGamepadInput;
-    }());
+    })();
     BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
     BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.arcrotatecamera.input.keyboard.js

@@ -107,7 +107,7 @@ var BABYLON;
             BABYLON.serialize()
         ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
         return ArcRotateCameraKeyboardMoveInput;
-    }());
+    })();
     BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
     BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.arcrotatecamera.input.mousewheel.js

@@ -51,7 +51,7 @@ var BABYLON;
             BABYLON.serialize()
         ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
         return ArcRotateCameraMouseWheelInput;
-    }());
+    })();
     BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
     BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.arcrotatecamera.input.pointers.js

@@ -205,7 +205,7 @@ var BABYLON;
             BABYLON.serialize()
         ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
         return ArcRotateCameraPointersInput;
-    }());
+    })();
     BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
     BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.arcrotatecamera.input.vrdeviceorientation.js

@@ -42,7 +42,7 @@ var BABYLON;
             return "VRDeviceOrientation";
         };
         return ArcRotateCameraVRDeviceOrientationInput;
-    }());
+    })();
     BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
     BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.deviceorientation.js

@@ -70,7 +70,7 @@ var BABYLON;
             BABYLON.serialize()
         ], FreeCameraDeviceOrientationInput.prototype, "moveSensibility", void 0);
         return FreeCameraDeviceOrientationInput;
-    }());
+    })();
     BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
     BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.gamepad.js

@@ -60,7 +60,7 @@ var BABYLON;
             BABYLON.serialize()
         ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
         return FreeCameraGamepadInput;
-    }());
+    })();
     BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
     BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.keyboard.js

@@ -111,7 +111,7 @@ var BABYLON;
             BABYLON.serialize()
         ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
         return FreeCameraKeyboardMoveInput;
-    }());
+    })();
     BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
     BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.mouse.js

@@ -92,7 +92,7 @@ var BABYLON;
             BABYLON.serialize()
         ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
         return FreeCameraMouseInput;
-    }());
+    })();
     BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
     BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.touch.js

@@ -116,7 +116,7 @@ var BABYLON;
             BABYLON.serialize()
         ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
         return FreeCameraTouchInput;
-    }());
+    })();
     BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
     BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.virtualjoystick.js

@@ -48,7 +48,7 @@ var BABYLON;
             return "virtualJoystick";
         };
         return FreeCameraVirtualJoystickInput;
-    }());
+    })();
     BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
     BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.vrdeviceorientation.js

@@ -47,7 +47,7 @@ var BABYLON;
             return "VRDeviceOrientation";
         };
         return FreeCameraVRDeviceOrientationInput;
-    }());
+    })();
     BABYLON.FreeCameraVRDeviceOrientationInput = FreeCameraVRDeviceOrientationInput;
     BABYLON.CameraInputTypes["FreeCameraVRDeviceOrientationInput"] = FreeCameraVRDeviceOrientationInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/VR/babylon.vrCameraMetrics.js

@@ -67,6 +67,6 @@ var BABYLON;
             return result;
         };
         return VRCameraMetrics;
-    }());
+    })();
     BABYLON.VRCameraMetrics = VRCameraMetrics;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Cameras/VR/babylon.vrDeviceOrientationCamera.js

@@ -19,7 +19,7 @@ var BABYLON;
             return "VRDeviceOrientationFreeCamera";
         };
         return VRDeviceOrientationFreeCamera;
-    }(BABYLON.FreeCamera));
+    })(BABYLON.FreeCamera);
     BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
     var VRDeviceOrientationArcRotateCamera = (function (_super) {
         __extends(VRDeviceOrientationArcRotateCamera, _super);
@@ -35,6 +35,6 @@ var BABYLON;
             return "VRDeviceOrientationArcRotateCamera";
         };
         return VRDeviceOrientationArcRotateCamera;
-    }(BABYLON.ArcRotateCamera));
+    })(BABYLON.ArcRotateCamera);
     BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/VR/babylon.webVRCamera.js

@@ -72,6 +72,6 @@ var BABYLON;
             return "WebVRFreeCamera";
         };
         return WebVRFreeCamera;
-    }(BABYLON.FreeCamera));
+    })(BABYLON.FreeCamera);
     BABYLON.WebVRFreeCamera = WebVRFreeCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.arcRotateCamera.js

@@ -533,6 +533,6 @@ var BABYLON;
             BABYLON.serialize()
         ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
         return ArcRotateCamera;
-    }(BABYLON.TargetCamera));
+    })(BABYLON.TargetCamera);
     BABYLON.ArcRotateCamera = ArcRotateCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.arcRotateCameraInputsManager.js

@@ -31,6 +31,6 @@ var BABYLON;
             return this;
         };
         return ArcRotateCameraInputsManager;
-    }(BABYLON.CameraInputsManager));
+    })(BABYLON.CameraInputsManager);
     BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.camera.js

@@ -636,6 +636,6 @@ var BABYLON;
             BABYLON.serialize()
         ], Camera.prototype, "isStereoscopicSideBySide", void 0);
         return Camera;
-    }(BABYLON.Node));
+    })(BABYLON.Node);
     BABYLON.Camera = Camera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.cameraInputsManager.js

@@ -128,6 +128,6 @@ var BABYLON;
             }
         };
         return CameraInputsManager;
-    }());
+    })();
     BABYLON.CameraInputsManager = CameraInputsManager;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.deviceOrientationCamera.js

@@ -46,6 +46,6 @@ var BABYLON;
             return "DeviceOrientationCamera";
         };
         return DeviceOrientationCamera;
-    }(BABYLON.FreeCamera));
+    })(BABYLON.FreeCamera);
     BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Cameras/babylon.followCamera.js

@@ -84,7 +84,7 @@ var BABYLON;
             BABYLON.serializeAsMeshReference("lockedTargetId")
         ], FollowCamera.prototype, "target", void 0);
         return FollowCamera;
-    }(BABYLON.TargetCamera));
+    })(BABYLON.TargetCamera);
     BABYLON.FollowCamera = FollowCamera;
     var ArcFollowCamera = (function (_super) {
         __extends(ArcFollowCamera, _super);
@@ -112,6 +112,6 @@ var BABYLON;
             return "ArcFollowCamera";
         };
         return ArcFollowCamera;
-    }(BABYLON.TargetCamera));
+    })(BABYLON.TargetCamera);
     BABYLON.ArcFollowCamera = ArcFollowCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.freeCamera.js

@@ -180,6 +180,6 @@ var BABYLON;
             BABYLON.serialize()
         ], FreeCamera.prototype, "applyGravity", void 0);
         return FreeCamera;
-    }(BABYLON.TargetCamera));
+    })(BABYLON.TargetCamera);
     BABYLON.FreeCamera = FreeCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.freeCameraInputsManager.js

@@ -40,6 +40,6 @@ var BABYLON;
             return this;
         };
         return FreeCameraInputsManager;
-    }(BABYLON.CameraInputsManager));
+    })(BABYLON.CameraInputsManager);
     BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.gamepadCamera.js

@@ -46,6 +46,6 @@ var BABYLON;
             return "GamepadCamera";
         };
         return GamepadCamera;
-    }(BABYLON.UniversalCamera));
+    })(BABYLON.UniversalCamera);
     BABYLON.GamepadCamera = GamepadCamera;
 })(BABYLON || (BABYLON = {}));

+ 8 - 8
src/Cameras/babylon.stereoscopicCameras.js

@@ -16,7 +16,7 @@ var BABYLON;
             return "AnaglyphFreeCamera";
         };
         return AnaglyphFreeCamera;
-    }(BABYLON.FreeCamera));
+    })(BABYLON.FreeCamera);
     BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
     var AnaglyphArcRotateCamera = (function (_super) {
         __extends(AnaglyphArcRotateCamera, _super);
@@ -29,7 +29,7 @@ var BABYLON;
             return "AnaglyphArcRotateCamera";
         };
         return AnaglyphArcRotateCamera;
-    }(BABYLON.ArcRotateCamera));
+    })(BABYLON.ArcRotateCamera);
     BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
     var AnaglyphGamepadCamera = (function (_super) {
         __extends(AnaglyphGamepadCamera, _super);
@@ -42,7 +42,7 @@ var BABYLON;
             return "AnaglyphGamepadCamera";
         };
         return AnaglyphGamepadCamera;
-    }(BABYLON.GamepadCamera));
+    })(BABYLON.GamepadCamera);
     BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
     var AnaglyphUniversalCamera = (function (_super) {
         __extends(AnaglyphUniversalCamera, _super);
@@ -55,7 +55,7 @@ var BABYLON;
             return "AnaglyphUniversalCamera";
         };
         return AnaglyphUniversalCamera;
-    }(BABYLON.UniversalCamera));
+    })(BABYLON.UniversalCamera);
     BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
     var StereoscopicFreeCamera = (function (_super) {
         __extends(StereoscopicFreeCamera, _super);
@@ -69,7 +69,7 @@ var BABYLON;
             return "StereoscopicFreeCamera";
         };
         return StereoscopicFreeCamera;
-    }(BABYLON.FreeCamera));
+    })(BABYLON.FreeCamera);
     BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
     var StereoscopicArcRotateCamera = (function (_super) {
         __extends(StereoscopicArcRotateCamera, _super);
@@ -83,7 +83,7 @@ var BABYLON;
             return "StereoscopicArcRotateCamera";
         };
         return StereoscopicArcRotateCamera;
-    }(BABYLON.ArcRotateCamera));
+    })(BABYLON.ArcRotateCamera);
     BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
     var StereoscopicGamepadCamera = (function (_super) {
         __extends(StereoscopicGamepadCamera, _super);
@@ -97,7 +97,7 @@ var BABYLON;
             return "StereoscopicGamepadCamera";
         };
         return StereoscopicGamepadCamera;
-    }(BABYLON.GamepadCamera));
+    })(BABYLON.GamepadCamera);
     BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
     var StereoscopicUniversalCamera = (function (_super) {
         __extends(StereoscopicUniversalCamera, _super);
@@ -111,6 +111,6 @@ var BABYLON;
             return "StereoscopicUniversalCamera";
         };
         return StereoscopicUniversalCamera;
-    }(BABYLON.UniversalCamera));
+    })(BABYLON.UniversalCamera);
     BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.targetCamera.js

@@ -259,6 +259,6 @@ var BABYLON;
             BABYLON.serializeAsMeshReference("lockedTargetId")
         ], TargetCamera.prototype, "lockedTarget", void 0);
         return TargetCamera;
-    }(BABYLON.Camera));
+    })(BABYLON.Camera);
     BABYLON.TargetCamera = TargetCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.touchCamera.js

@@ -53,6 +53,6 @@ var BABYLON;
             }
         };
         return TouchCamera;
-    }(BABYLON.FreeCamera));
+    })(BABYLON.FreeCamera);
     BABYLON.TouchCamera = TouchCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.universalCamera.js

@@ -46,6 +46,6 @@ var BABYLON;
             return "UniversalCamera";
         };
         return UniversalCamera;
-    }(BABYLON.TouchCamera));
+    })(BABYLON.TouchCamera);
     BABYLON.UniversalCamera = UniversalCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.virtualJoysticksCamera.js

@@ -13,6 +13,6 @@ var BABYLON;
             this.inputs.addVirtualJoystick();
         }
         return VirtualJoysticksCamera;
-    }(BABYLON.FreeCamera));
+    })(BABYLON.FreeCamera);
     BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Collisions/babylon.collider.js

@@ -267,6 +267,6 @@ var BABYLON;
             this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
         };
         return Collider;
-    }());
+    })();
     BABYLON.Collider = Collider;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Collisions/babylon.collisionCoordinator.js

@@ -205,7 +205,7 @@ var BABYLON;
             };
         };
         return CollisionCoordinatorWorker;
-    }());
+    })();
     BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
     var CollisionCoordinatorLegacy = (function () {
         function CollisionCoordinatorLegacy() {
@@ -268,6 +268,6 @@ var BABYLON;
             this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
         };
         return CollisionCoordinatorLegacy;
-    }());
+    })();
     BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
 })(BABYLON || (BABYLON = {}));

+ 3 - 3
src/Collisions/babylon.collisionWorker.js

@@ -32,7 +32,7 @@ var BABYLON;
             delete this._geometries[id];
         };
         return CollisionCache;
-    }());
+    })();
     BABYLON.CollisionCache = CollisionCache;
     var CollideWorker = (function () {
         function CollideWorker(collider, _collisionCache, finalPosition) {
@@ -144,7 +144,7 @@ var BABYLON;
             return this.collider._canDoCollision(BABYLON.Vector3.FromArray(subMesh.sphereCenter), subMesh.sphereRadius, BABYLON.Vector3.FromArray(subMesh.boxMinimum), BABYLON.Vector3.FromArray(subMesh.boxMaximum));
         };
         return CollideWorker;
-    }());
+    })();
     BABYLON.CollideWorker = CollideWorker;
     var CollisionDetectorTransferable = (function () {
         function CollisionDetectorTransferable() {
@@ -206,7 +206,7 @@ var BABYLON;
             postMessage(reply, undefined);
         };
         return CollisionDetectorTransferable;
-    }());
+    })();
     BABYLON.CollisionDetectorTransferable = CollisionDetectorTransferable;
     //check if we are in a web worker, as this code should NOT run on the main UI thread
     try {

+ 2 - 2
src/Collisions/babylon.pickingInfo.js

@@ -9,7 +9,7 @@ var BABYLON;
             this.subMeshId = 0;
         }
         return IntersectionInfo;
-    }());
+    })();
     BABYLON.IntersectionInfo = IntersectionInfo;
     var PickingInfo = (function () {
         function PickingInfo() {
@@ -71,6 +71,6 @@ var BABYLON;
             return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
         };
         return PickingInfo;
-    }());
+    })();
     BABYLON.PickingInfo = PickingInfo;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Culling/Octrees/babylon.octree.js

@@ -83,6 +83,6 @@ var BABYLON;
             }
         };
         return Octree;
-    }());
+    })();
     BABYLON.Octree = Octree;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Culling/Octrees/babylon.octreeBlock.js

@@ -117,6 +117,6 @@ var BABYLON;
             BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
         };
         return OctreeBlock;
-    }());
+    })();
     BABYLON.OctreeBlock = OctreeBlock;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Culling/babylon.boundingBox.js

@@ -138,6 +138,6 @@ var BABYLON;
             return true;
         };
         return BoundingBox;
-    }());
+    })();
     BABYLON.BoundingBox = BoundingBox;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Culling/babylon.boundingInfo.js

@@ -114,6 +114,6 @@ var BABYLON;
             return true;
         };
         return BoundingInfo;
-    }());
+    })();
     BABYLON.BoundingInfo = BoundingInfo;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Culling/babylon.boundingSphere.js

@@ -44,6 +44,6 @@ var BABYLON;
             return true;
         };
         return BoundingSphere;
-    }());
+    })();
     BABYLON.BoundingSphere = BoundingSphere;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Culling/babylon.ray.js

@@ -269,6 +269,6 @@ var BABYLON;
         Ray.smallnum = 0.00000001;
         Ray.rayl = 10e8;
         return Ray;
-    }());
+    })();
     BABYLON.Ray = Ray;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Debug/babylon.debugLayer.js

@@ -674,6 +674,6 @@ var BABYLON;
             }
         };
         return DebugLayer;
-    }());
+    })();
     BABYLON.DebugLayer = DebugLayer;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Debug/babylon.skeletonViewer.js

@@ -131,7 +131,7 @@ var BABYLON;
                 }
             };
             return SkeletonViewer;
-        }());
+        })();
         Debug.SkeletonViewer = SkeletonViewer;
     })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Layer/babylon.layer.js

@@ -90,6 +90,6 @@ var BABYLON;
             }
         };
         return Layer;
-    }());
+    })();
     BABYLON.Layer = Layer;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/LensFlare/babylon.lensFlare.js

@@ -18,6 +18,6 @@ var BABYLON;
             system.lensFlares.push(this);
         }
         return LensFlare;
-    }());
+    })();
     BABYLON.LensFlare = LensFlare;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/LensFlare/babylon.lensFlareSystem.js

@@ -208,6 +208,6 @@ var BABYLON;
             return serializationObject;
         };
         return LensFlareSystem;
-    }());
+    })();
     BABYLON.LensFlareSystem = LensFlareSystem;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Lights/Shadows/babylon.shadowGenerator.js

@@ -400,6 +400,6 @@ var BABYLON;
         ShadowGenerator._FILTER_POISSONSAMPLING = 2;
         ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP = 3;
         return ShadowGenerator;
-    }());
+    })();
     BABYLON.ShadowGenerator = ShadowGenerator;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Lights/babylon.directionalLight.js

@@ -124,6 +124,6 @@ var BABYLON;
             BABYLON.serialize()
         ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
         return DirectionalLight;
-    }(BABYLON.Light));
+    })(BABYLON.Light);
     BABYLON.DirectionalLight = DirectionalLight;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Lights/babylon.hemisphericLight.js

@@ -46,6 +46,6 @@ var BABYLON;
             BABYLON.serializeAsVector3()
         ], HemisphericLight.prototype, "direction", void 0);
         return HemisphericLight;
-    }(BABYLON.Light));
+    })(BABYLON.Light);
     BABYLON.HemisphericLight = HemisphericLight;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Lights/babylon.light.js

@@ -189,6 +189,6 @@ var BABYLON;
             BABYLON.serialize()
         ], Light.prototype, "radius", void 0);
         return Light;
-    }(BABYLON.Node));
+    })(BABYLON.Node);
     BABYLON.Light = Light;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Lights/babylon.pointLight.js

@@ -82,6 +82,6 @@ var BABYLON;
             BABYLON.serializeAsVector3()
         ], PointLight.prototype, "position", void 0);
         return PointLight;
-    }(BABYLON.Light));
+    })(BABYLON.Light);
     BABYLON.PointLight = PointLight;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Lights/babylon.spotLight.js

@@ -93,6 +93,6 @@ var BABYLON;
             BABYLON.serialize()
         ], SpotLight.prototype, "exponent", void 0);
         return SpotLight;
-    }(BABYLON.Light));
+    })(BABYLON.Light);
     BABYLON.SpotLight = SpotLight;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Loading/babylon.sceneLoader.js

@@ -257,7 +257,7 @@ var BABYLON;
         // Members
         SceneLoader._registeredPlugins = new Array();
         return SceneLoader;
-    }());
+    })();
     BABYLON.SceneLoader = SceneLoader;
     ;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/Procedurals/babylon.customProceduralTexture.js

@@ -119,6 +119,6 @@ var BABYLON;
             configurable: true
         });
         return CustomProceduralTexture;
-    }(BABYLON.ProceduralTexture));
+    })(BABYLON.ProceduralTexture);
     BABYLON.CustomProceduralTexture = CustomProceduralTexture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/Procedurals/babylon.proceduralTexture.js

@@ -271,6 +271,6 @@ var BABYLON;
             _super.prototype.dispose.call(this);
         };
         return ProceduralTexture;
-    }(BABYLON.Texture));
+    })(BABYLON.Texture);
     BABYLON.ProceduralTexture = ProceduralTexture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/babylon.baseTexture.js

@@ -165,6 +165,6 @@ var BABYLON;
             BABYLON.serialize()
         ], BaseTexture.prototype, "isRenderTarget", void 0);
         return BaseTexture;
-    }());
+    })();
     BABYLON.BaseTexture = BaseTexture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/babylon.cubeTexture.js

@@ -77,6 +77,6 @@ var BABYLON;
             }, this);
         };
         return CubeTexture;
-    }(BABYLON.BaseTexture));
+    })(BABYLON.BaseTexture);
     BABYLON.CubeTexture = CubeTexture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/babylon.dynamicTexture.js

@@ -88,6 +88,6 @@ var BABYLON;
             return newTexture;
         };
         return DynamicTexture;
-    }(BABYLON.Texture));
+    })(BABYLON.Texture);
     BABYLON.DynamicTexture = DynamicTexture;
 })(BABYLON || (BABYLON = {}));

+ 0 - 416
src/Materials/Textures/babylon.hdrcubetexture.js

@@ -1,416 +0,0 @@
-var __extends = (this && this.__extends) || function (d, b) {
-    for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
-    function __() { this.constructor = d; }
-    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
-};
-var BABYLON;
-(function (BABYLON) {
-    /**
-     * This represents a texture coming from an HDR input.
-     *
-     * The only supported format is currently panorama picture stored in RGBE format.
-     * Example of such files can be found on HDRLib: http://hdrlib.com/
-     */
-    var HDRCubeTexture = (function (_super) {
-        __extends(HDRCubeTexture, _super);
-        /**
-         * Instantiates an HDRTexture from the following parameters.
-         *
-         * @param url The location of the HDR raw data (Panorama stored in RGBE format)
-         * @param scene The scene the texture will be used in
-         * @param size The cubemap desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
-         * @param noMipmap Forces to not generate the mipmap if true
-         * @param generateHarmonics Specifies wether you want to extract the polynomial harmonics during the generation process
-         * @param useInGammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
-         * @param usePMREMGenerator Specifies wether or not to generate the CubeMap through CubeMapGen to avoid seams issue at run time.
-         */
-        function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, useInGammaSpace, usePMREMGenerator) {
-            if (noMipmap === void 0) { noMipmap = false; }
-            if (generateHarmonics === void 0) { generateHarmonics = true; }
-            if (useInGammaSpace === void 0) { useInGammaSpace = false; }
-            if (usePMREMGenerator === void 0) { usePMREMGenerator = false; }
-            _super.call(this, scene);
-            this._useInGammaSpace = false;
-            this._generateHarmonics = true;
-            this._isBABYLONPreprocessed = false;
-            /**
-             * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
-             */
-            this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
-            /**
-             * The spherical polynomial data extracted from the texture.
-             */
-            this.sphericalPolynomial = null;
-            /**
-             * Specifies wether the texture has been generated through the PMREMGenerator tool.
-             * This is usefull at run time to apply the good shader.
-             */
-            this.isPMREM = false;
-            if (!url) {
-                return;
-            }
-            this.name = url;
-            this.url = url;
-            this.hasAlpha = false;
-            this.isCube = true;
-            this._textureMatrix = BABYLON.Matrix.Identity();
-            if (size) {
-                this._isBABYLONPreprocessed = false;
-                this._noMipmap = noMipmap;
-                this._size = size;
-                this._useInGammaSpace = useInGammaSpace;
-                this._usePMREMGenerator = usePMREMGenerator && scene.getEngine().getCaps().textureLOD;
-            }
-            else {
-                this._isBABYLONPreprocessed = true;
-                this._noMipmap = false;
-                this._useInGammaSpace = false;
-                this._usePMREMGenerator = scene.getEngine().getCaps().textureLOD;
-            }
-            this.isPMREM = this._usePMREMGenerator;
-            this._texture = this._getFromCache(url, this._noMipmap);
-            if (!this._texture) {
-                if (!scene.useDelayedTextureLoading) {
-                    this.loadTexture();
-                }
-                else {
-                    this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
-                }
-            }
-        }
-        /**
-         * Occurs when the file is a preprocessed .babylon.hdr file.
-         */
-        HDRCubeTexture.prototype.loadBabylonTexture = function () {
-            var _this = this;
-            var mipLevels = 0;
-            var floatArrayView = null;
-            var mipmapGenerator = function (data) {
-                var mips = [];
-                var startIndex = 30;
-                for (var level = 0; level < mipLevels; level++) {
-                    mips.push([]);
-                    // Fill each pixel of the mip level.
-                    var faceSize = Math.pow(_this._size >> level, 2) * 3;
-                    for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
-                        var faceData = floatArrayView.subarray(startIndex, startIndex + faceSize);
-                        mips[level].push(faceData);
-                        startIndex += faceSize;
-                    }
-                }
-                return mips;
-            };
-            var callback = function (buffer) {
-                // Create Native Array Views
-                var intArrayView = new Int32Array(buffer);
-                floatArrayView = new Float32Array(buffer);
-                // Fill header.
-                var version = intArrayView[0]; // Version 1. (MAy be use in case of format changes for backward compaibility)
-                _this._size = intArrayView[1]; // CubeMap max mip face size.
-                // Update Texture Information.
-                _this.getScene().getEngine().updateTextureSize(_this._texture, _this._size, _this._size);
-                // Fill polynomial information.
-                _this.sphericalPolynomial = new BABYLON.SphericalPolynomial();
-                _this.sphericalPolynomial.x.copyFromFloats(floatArrayView[2], floatArrayView[3], floatArrayView[4]);
-                _this.sphericalPolynomial.y.copyFromFloats(floatArrayView[5], floatArrayView[6], floatArrayView[7]);
-                _this.sphericalPolynomial.z.copyFromFloats(floatArrayView[8], floatArrayView[9], floatArrayView[10]);
-                _this.sphericalPolynomial.xx.copyFromFloats(floatArrayView[11], floatArrayView[12], floatArrayView[13]);
-                _this.sphericalPolynomial.yy.copyFromFloats(floatArrayView[14], floatArrayView[15], floatArrayView[16]);
-                _this.sphericalPolynomial.zz.copyFromFloats(floatArrayView[17], floatArrayView[18], floatArrayView[19]);
-                _this.sphericalPolynomial.xy.copyFromFloats(floatArrayView[20], floatArrayView[21], floatArrayView[22]);
-                _this.sphericalPolynomial.yz.copyFromFloats(floatArrayView[23], floatArrayView[24], floatArrayView[25]);
-                _this.sphericalPolynomial.zx.copyFromFloats(floatArrayView[26], floatArrayView[27], floatArrayView[28]);
-                // Fill pixel data.
-                mipLevels = intArrayView[29]; // Number of mip levels.
-                var startIndex = 30;
-                var data = [];
-                var faceSize = Math.pow(_this._size, 2) * 3;
-                for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
-                    data.push(floatArrayView.subarray(startIndex, startIndex + faceSize));
-                }
-                var results = [];
-                var byteArray = null;
-                // Create uintarray fallback.
-                if (!_this.getScene().getEngine().getCaps().textureFloat) {
-                    // 3 channels of 1 bytes per pixel in bytes.
-                    var byteBuffer = new ArrayBuffer(faceSize);
-                    byteArray = new Uint8Array(byteBuffer);
-                    mipmapGenerator = null;
-                }
-                // Push each faces.
-                for (var j = 0; j < 6; j++) {
-                    var dataFace = data[j];
-                    // If special cases.
-                    if (_this._useInGammaSpace || byteArray) {
-                        for (var i = 0; i < _this._size * _this._size; i++) {
-                            // Put in gamma space if requested.
-                            if (_this._useInGammaSpace) {
-                                dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
-                                dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
-                                dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
-                            }
-                            // Convert to int texture for fallback.
-                            if (byteArray) {
-                                // R
-                                byteArray[(i * 3) + 0] = dataFace[(i * 3) + 0] * 255;
-                                byteArray[(i * 3) + 0] = Math.min(255, byteArray[(i * 3) + 0]);
-                                // G
-                                byteArray[(i * 3) + 1] = dataFace[(i * 3) + 1] * 255;
-                                byteArray[(i * 3) + 1] = Math.min(255, byteArray[(i * 3) + 1]);
-                                // B
-                                byteArray[(i * 3) + 2] = dataFace[(i * 3) + 2] * 255;
-                                byteArray[(i * 3) + 2] = Math.min(255, byteArray[(i * 3) + 2]);
-                            }
-                        }
-                    }
-                    results.push(dataFace);
-                }
-                return results;
-            };
-            this._texture = this.getScene().getEngine().createRawCubeTexture(this.url, this.getScene(), this._size, BABYLON.Engine.TEXTUREFORMAT_RGB, BABYLON.Engine.TEXTURETYPE_FLOAT, this._noMipmap, callback, mipmapGenerator);
-        };
-        /**
-         * Occurs when the file is raw .hdr file.
-         */
-        HDRCubeTexture.prototype.loadHDRTexture = function () {
-            var _this = this;
-            var callback = function (buffer) {
-                // Extract the raw linear data.
-                var data = BABYLON.Internals.HDRTools.GetCubeMapTextureData(buffer, _this._size);
-                // Generate harmonics if needed.
-                if (_this._generateHarmonics) {
-                    _this.sphericalPolynomial = BABYLON.Internals.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
-                }
-                var results = [];
-                var byteArray = null;
-                // Create uintarray fallback.
-                if (!_this.getScene().getEngine().getCaps().textureFloat) {
-                    // 3 channels of 1 bytes per pixel in bytes.
-                    var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
-                    byteArray = new Uint8Array(byteBuffer);
-                }
-                // Push each faces.
-                for (var j = 0; j < 6; j++) {
-                    var dataFace = data[HDRCubeTexture._facesMapping[j]];
-                    // If special cases.
-                    if (_this._useInGammaSpace || byteArray) {
-                        for (var i = 0; i < _this._size * _this._size; i++) {
-                            // Put in gamma space if requested.
-                            if (_this._useInGammaSpace) {
-                                dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
-                                dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
-                                dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
-                            }
-                            // Convert to int texture for fallback.
-                            if (byteArray) {
-                                // R
-                                byteArray[(i * 3) + 0] = dataFace[(i * 3) + 0] * 255;
-                                byteArray[(i * 3) + 0] = Math.min(255, byteArray[(i * 3) + 0]);
-                                // G
-                                byteArray[(i * 3) + 1] = dataFace[(i * 3) + 1] * 255;
-                                byteArray[(i * 3) + 1] = Math.min(255, byteArray[(i * 3) + 1]);
-                                // B
-                                byteArray[(i * 3) + 2] = dataFace[(i * 3) + 2] * 255;
-                                byteArray[(i * 3) + 2] = Math.min(255, byteArray[(i * 3) + 2]);
-                            }
-                        }
-                    }
-                    results.push(dataFace);
-                }
-                return results;
-            };
-            var mipmapGenerator = null;
-            if (!this._noMipmap && this._usePMREMGenerator) {
-                mipmapGenerator = function (data) {
-                    // Custom setup of the generator matching with the PBR shader values.
-                    var generator = new BABYLON.Internals.PMREMGenerator(data, _this._size, _this._size, 0, 3, _this.getScene().getEngine().getCaps().textureFloat, 2048, 0.25, false, true);
-                    return generator.filterCubeMap();
-                };
-            }
-            this._texture = this.getScene().getEngine().createRawCubeTexture(this.url, this.getScene(), this._size, BABYLON.Engine.TEXTUREFORMAT_RGB, BABYLON.Engine.TEXTURETYPE_FLOAT, this._noMipmap, callback, mipmapGenerator);
-        };
-        /**
-         * Starts the loading process of the texture.
-         */
-        HDRCubeTexture.prototype.loadTexture = function () {
-            if (this._isBABYLONPreprocessed) {
-                this.loadBabylonTexture();
-            }
-            else {
-                this.loadHDRTexture();
-            }
-        };
-        HDRCubeTexture.prototype.clone = function () {
-            var size = this._isBABYLONPreprocessed ? null : this._size;
-            var newTexture = new HDRCubeTexture(this.url, this.getScene(), size, this._noMipmap, this._generateHarmonics, this._useInGammaSpace, this._usePMREMGenerator);
-            // Base texture
-            newTexture.level = this.level;
-            newTexture.wrapU = this.wrapU;
-            newTexture.wrapV = this.wrapV;
-            newTexture.coordinatesIndex = this.coordinatesIndex;
-            newTexture.coordinatesMode = this.coordinatesMode;
-            return newTexture;
-        };
-        // Methods
-        HDRCubeTexture.prototype.delayLoad = function () {
-            if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
-                return;
-            }
-            this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
-            this._texture = this._getFromCache(this.url, this._noMipmap);
-            if (!this._texture) {
-                this.loadTexture();
-            }
-        };
-        HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
-            return this._textureMatrix;
-        };
-        HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
-            var texture = null;
-            if (parsedTexture.name && !parsedTexture.isRenderTarget) {
-                var size = parsedTexture.isBABYLONPreprocessed ? null : parsedTexture.size;
-                texture = new BABYLON.HDRCubeTexture(rootUrl + parsedTexture.name, scene, size, texture.generateHarmonics, texture.useInGammaSpace, texture.usePMREMGenerator);
-                texture.name = parsedTexture.name;
-                texture.hasAlpha = parsedTexture.hasAlpha;
-                texture.level = parsedTexture.level;
-                texture.coordinatesMode = parsedTexture.coordinatesMode;
-            }
-            return texture;
-        };
-        HDRCubeTexture.prototype.serialize = function () {
-            if (!this.name) {
-                return null;
-            }
-            var serializationObject = {};
-            serializationObject.name = this.name;
-            serializationObject.hasAlpha = this.hasAlpha;
-            serializationObject.isCube = true;
-            serializationObject.level = this.level;
-            serializationObject.size = this._size;
-            serializationObject.coordinatesMode = this.coordinatesMode;
-            serializationObject.useInGammaSpace = this._useInGammaSpace;
-            serializationObject.generateHarmonics = this._generateHarmonics;
-            serializationObject.usePMREMGenerator = this._usePMREMGenerator;
-            serializationObject.isBABYLONPreprocessed = this._isBABYLONPreprocessed;
-            return serializationObject;
-        };
-        /**
-         * Saves as a file the data contained in the texture in a binary format.
-         * This can be used to prevent the long loading tie associated with creating the seamless texture as well
-         * as the spherical used in the lighting.
-         * @param url The HDR file url.
-         * @param size The size of the texture data to generate (one of the cubemap face desired width).
-         * @param onError Method called if any error happens during download.
-         * @return The packed binary data.
-         */
-        HDRCubeTexture.generateBabylonHDROnDisk = function (url, size, onError) {
-            if (onError === void 0) { onError = null; }
-            var callback = function (buffer) {
-                var data = new Blob([buffer], { type: 'application/octet-stream' });
-                // Returns a URL you can use as a href.
-                var objUrl = window.URL.createObjectURL(data);
-                // Simulates a link to it and click to dowload.
-                var a = document.createElement("a");
-                document.body.appendChild(a);
-                a.style.display = "none";
-                a.href = objUrl;
-                a.download = "envmap.babylon.hdr";
-                a.click();
-            };
-            HDRCubeTexture.generateBabylonHDR(url, size, callback, onError);
-        };
-        /**
-         * Serializes the data contained in the texture in a binary format.
-         * This can be used to prevent the long loading tie associated with creating the seamless texture as well
-         * as the spherical used in the lighting.
-         * @param url The HDR file url.
-         * @param size The size of the texture data to generate (one of the cubemap face desired width).
-         * @param onError Method called if any error happens during download.
-         * @return The packed binary data.
-         */
-        HDRCubeTexture.generateBabylonHDR = function (url, size, callback, onError) {
-            if (onError === void 0) { onError = null; }
-            // Needs the url tho create the texture.
-            if (!url) {
-                return null;
-            }
-            // Check Power of two size.
-            if (!BABYLON.Tools.IsExponentOfTwo(size)) {
-                return null;
-            }
-            var getDataCallback = function (dataBuffer) {
-                // Extract the raw linear data.
-                var cubeData = BABYLON.Internals.HDRTools.GetCubeMapTextureData(dataBuffer, size);
-                // Generate harmonics if needed.
-                var sphericalPolynomial = BABYLON.Internals.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(cubeData);
-                // Generate seamless faces
-                var mipGeneratorArray = [];
-                // Data are known to be in +X +Y +Z -X -Y -Z
-                // mipmmapGenerator data is expected to be order in +X -X +Y -Y +Z -Z
-                mipGeneratorArray.push(cubeData.right); // +X
-                mipGeneratorArray.push(cubeData.left); // -X
-                mipGeneratorArray.push(cubeData.up); // +Y
-                mipGeneratorArray.push(cubeData.down); // -Y
-                mipGeneratorArray.push(cubeData.front); // +Z
-                mipGeneratorArray.push(cubeData.back); // -Z
-                // Custom setup of the generator matching with the PBR shader values.
-                var generator = new BABYLON.Internals.PMREMGenerator(mipGeneratorArray, size, size, 0, 3, true, 2048, 0.25, false, true);
-                var mippedData = generator.filterCubeMap();
-                // Compute required byte length.
-                var byteLength = 1 * 4; // Raw Data Version int32.
-                byteLength += 4; // CubeMap max mip face size int32.
-                byteLength += (9 * 3 * 4); // Spherical polynomial byte length 9 Vector 3 of floats.
-                // Add data size.
-                byteLength += 4; // Number of mip levels int32.
-                for (var level = 0; level < mippedData.length; level++) {
-                    var mipSize = size >> level;
-                    byteLength += (6 * mipSize * mipSize * 3 * 4); // 6 faces of size squared rgb float pixels.
-                }
-                // Prepare binary structure.
-                var buffer = new ArrayBuffer(byteLength);
-                var intArrayView = new Int32Array(buffer);
-                var floatArrayView = new Float32Array(buffer);
-                // Fill header.
-                intArrayView[0] = 1; // Version 1.
-                intArrayView[1] = size; // CubeMap max mip face size.
-                // Fill polynomial information.
-                sphericalPolynomial.x.toArray(floatArrayView, 2);
-                sphericalPolynomial.y.toArray(floatArrayView, 5);
-                sphericalPolynomial.z.toArray(floatArrayView, 8);
-                sphericalPolynomial.xx.toArray(floatArrayView, 11);
-                sphericalPolynomial.yy.toArray(floatArrayView, 14);
-                sphericalPolynomial.zz.toArray(floatArrayView, 17);
-                sphericalPolynomial.xy.toArray(floatArrayView, 20);
-                sphericalPolynomial.yz.toArray(floatArrayView, 23);
-                sphericalPolynomial.zx.toArray(floatArrayView, 26);
-                // Fill pixel data.
-                intArrayView[29] = mippedData.length; // Number of mip levels.
-                var startIndex = 30;
-                for (var level = 0; level < mippedData.length; level++) {
-                    // Fill each pixel of the mip level.
-                    var faceSize = Math.pow(size >> level, 2) * 3;
-                    for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
-                        floatArrayView.set(mippedData[level][faceIndex], startIndex);
-                        startIndex += faceSize;
-                    }
-                }
-                // Callback.
-                callback(buffer);
-            };
-            // Download and process.
-            BABYLON.Tools.LoadFile(url, function (data) {
-                getDataCallback(data);
-            }, null, null, true, onError);
-        };
-        HDRCubeTexture._facesMapping = [
-            "right",
-            "up",
-            "front",
-            "left",
-            "down",
-            "back"
-        ];
-        return HDRCubeTexture;
-    }(BABYLON.BaseTexture));
-    BABYLON.HDRCubeTexture = HDRCubeTexture;
-})(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/babylon.mirrorTexture.js

@@ -49,6 +49,6 @@ var BABYLON;
             return serializationObject;
         };
         return MirrorTexture;
-    }(BABYLON.RenderTargetTexture));
+    })(BABYLON.RenderTargetTexture);
     BABYLON.MirrorTexture = MirrorTexture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/babylon.rawTexture.js

@@ -52,6 +52,6 @@ var BABYLON;
             return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode);
         };
         return RawTexture;
-    }(BABYLON.Texture));
+    })(BABYLON.Texture);
     BABYLON.RawTexture = RawTexture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/babylon.refractionTexture.js

@@ -47,6 +47,6 @@ var BABYLON;
             return serializationObject;
         };
         return RefractionTexture;
-    }(BABYLON.RenderTargetTexture));
+    })(BABYLON.RenderTargetTexture);
     BABYLON.RefractionTexture = RefractionTexture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/babylon.renderTargetTexture.js

@@ -252,6 +252,6 @@ var BABYLON;
         RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYFRAME = 1;
         RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
         return RenderTargetTexture;
-    }(BABYLON.Texture));
+    })(BABYLON.Texture);
     BABYLON.RenderTargetTexture = RenderTargetTexture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/babylon.texture.js

@@ -262,6 +262,6 @@ var BABYLON;
             BABYLON.serialize()
         ], Texture.prototype, "wAng", void 0);
         return Texture;
-    }(BABYLON.BaseTexture));
+    })(BABYLON.BaseTexture);
     BABYLON.Texture = Texture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/babylon.videoTexture.js

@@ -78,6 +78,6 @@ var BABYLON;
             return true;
         };
         return VideoTexture;
-    }(BABYLON.Texture));
+    })(BABYLON.Texture);
     BABYLON.VideoTexture = VideoTexture;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Materials/babylon.effect.js

@@ -46,7 +46,7 @@ var BABYLON;
             return currentDefines;
         };
         return EffectFallbacks;
-    }());
+    })();
     BABYLON.EffectFallbacks = EffectFallbacks;
     var Effect = (function () {
         function Effect(baseName, attributesNames, uniformsNames, samplers, engine, defines, fallbacks, onCompiled, onError) {
@@ -448,6 +448,6 @@ var BABYLON;
         Effect.ShadersStore = {};
         Effect.IncludesShadersStore = {};
         return Effect;
-    }());
+    })();
     BABYLON.Effect = Effect;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/babylon.fresnelParameters.js

@@ -32,6 +32,6 @@ var BABYLON;
             return fresnelParameters;
         };
         return FresnelParameters;
-    }());
+    })();
     BABYLON.FresnelParameters = FresnelParameters;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Materials/babylon.material.js

@@ -49,7 +49,7 @@ var BABYLON;
             return result;
         };
         return MaterialDefines;
-    }());
+    })();
     BABYLON.MaterialDefines = MaterialDefines;
     var Material = (function () {
         function Material(name, scene, doNotAdd) {
@@ -323,6 +323,6 @@ var BABYLON;
             BABYLON.serialize()
         ], Material.prototype, "fillMode", null);
         return Material;
-    }());
+    })();
     BABYLON.Material = Material;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/babylon.materialHelper.js

@@ -199,6 +199,6 @@ var BABYLON;
             }
         };
         return MaterialHelper;
-    }());
+    })();
     BABYLON.MaterialHelper = MaterialHelper;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/babylon.multiMaterial.js

@@ -63,6 +63,6 @@ var BABYLON;
             return serializationObject;
         };
         return MultiMaterial;
-    }(BABYLON.Material));
+    })(BABYLON.Material);
     BABYLON.MultiMaterial = MultiMaterial;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Materials/babylon.pbrMaterial.js

@@ -110,7 +110,7 @@ var BABYLON;
             this._keys = Object.keys(this);
         }
         return PBRMaterialDefines;
-    }(BABYLON.MaterialDefines));
+    })(BABYLON.MaterialDefines);
     /**
      * The Physically based material of BJS.
      *
@@ -1223,6 +1223,6 @@ var BABYLON;
             BABYLON.serialize()
         ], PBRMaterial.prototype, "useLogarithmicDepth", null);
         return PBRMaterial;
-    }(BABYLON.Material));
+    })(BABYLON.Material);
     BABYLON.PBRMaterial = PBRMaterial;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/babylon.shaderMaterial.js

@@ -339,6 +339,6 @@ var BABYLON;
             return material;
         };
         return ShaderMaterial;
-    }(BABYLON.Material));
+    })(BABYLON.Material);
     BABYLON.ShaderMaterial = ShaderMaterial;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Materials/babylon.standardMaterial.js

@@ -103,7 +103,7 @@ var BABYLON;
             this._keys = Object.keys(this);
         }
         return StandardMaterialDefines;
-    }(BABYLON.MaterialDefines));
+    })(BABYLON.MaterialDefines);
     var StandardMaterial = (function (_super) {
         __extends(StandardMaterial, _super);
         function StandardMaterial(name, scene) {
@@ -853,6 +853,6 @@ var BABYLON;
             BABYLON.serialize()
         ], StandardMaterial.prototype, "useLogarithmicDepth", null);
         return StandardMaterial;
-    }(BABYLON.Material));
+    })(BABYLON.Material);
     BABYLON.StandardMaterial = StandardMaterial;
 })(BABYLON || (BABYLON = {}));

+ 3 - 3
src/Math/babylon.math.SIMD.js

@@ -26,7 +26,7 @@ var BABYLON;
             SIMD.float32x4.storeXYZ(result._data, 0, r);
         };
         return SIMDVector3;
-    }());
+    })();
     BABYLON.SIMDVector3 = SIMDVector3;
     var SIMDMatrix = (function () {
         function SIMDMatrix() {
@@ -203,7 +203,7 @@ var BABYLON;
             SIMD.float32x4.store(out, 12, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 3, 3, 3, 3), a3)))));
         };
         return SIMDMatrix;
-    }());
+    })();
     BABYLON.SIMDMatrix = SIMDMatrix;
     var previousMultiplyToArray = BABYLON.Matrix.prototype.multiplyToArray;
     var previousInvertToRef = BABYLON.Matrix.prototype.invertToRef;
@@ -264,6 +264,6 @@ var BABYLON;
         };
         SIMDHelper._isEnabled = false;
         return SIMDHelper;
-    }());
+    })();
     BABYLON.SIMDHelper = SIMDHelper;
 })(BABYLON || (BABYLON = {}));

+ 23 - 23
src/Math/babylon.math.js

@@ -32,7 +32,7 @@ var BABYLON;
             return Math.min(max, Math.max(min, value));
         };
         return MathTools;
-    }());
+    })();
     BABYLON.MathTools = MathTools;
     var Color3 = (function () {
         function Color3(r, g, b) {
@@ -187,7 +187,7 @@ var BABYLON;
         Color3.Yellow = function () { return new Color3(1, 1, 0); };
         Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
         return Color3;
-    }());
+    })();
     BABYLON.Color3 = Color3;
     var Color4 = (function () {
         function Color4(r, g, b, a) {
@@ -308,7 +308,7 @@ var BABYLON;
             return colors;
         };
         return Color4;
-    }());
+    })();
     BABYLON.Color4 = Color4;
     var Vector2 = (function () {
         function Vector2(x, y) {
@@ -496,7 +496,7 @@ var BABYLON;
             return (x * x) + (y * y);
         };
         return Vector2;
-    }());
+    })();
     BABYLON.Vector2 = Vector2;
     var Vector3 = (function () {
         function Vector3(x, y, z) {
@@ -995,7 +995,7 @@ var BABYLON;
             ref.z = roll;
         };
         return Vector3;
-    }());
+    })();
     BABYLON.Vector3 = Vector3;
     //Vector4 class created for EulerAngle class conversion to Quaternion
     var Vector4 = (function () {
@@ -1255,7 +1255,7 @@ var BABYLON;
             return center;
         };
         return Vector4;
-    }());
+    })();
     BABYLON.Vector4 = Vector4;
     var Quaternion = (function () {
         function Quaternion(x, y, z, w) {
@@ -1541,7 +1541,7 @@ var BABYLON;
             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));
         };
         return Quaternion;
-    }());
+    })();
     BABYLON.Quaternion = Quaternion;
     var Matrix = (function () {
         function Matrix() {
@@ -2196,7 +2196,7 @@ var BABYLON;
         Matrix._yAxis = Vector3.Zero();
         Matrix._zAxis = Vector3.Zero();
         return Matrix;
-    }());
+    })();
     BABYLON.Matrix = Matrix;
     var Plane = (function () {
         function Plane(a, b, c, d) {
@@ -2289,7 +2289,7 @@ var BABYLON;
             return Vector3.Dot(point, normal) + d;
         };
         return Plane;
-    }());
+    })();
     BABYLON.Plane = Plane;
     var Viewport = (function () {
         function Viewport(x, y, width, height) {
@@ -2302,7 +2302,7 @@ var BABYLON;
             return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
         };
         return Viewport;
-    }());
+    })();
     BABYLON.Viewport = Viewport;
     var Frustum = (function () {
         function Frustum() {
@@ -2354,7 +2354,7 @@ var BABYLON;
             frustumPlanes[5].normalize();
         };
         return Frustum;
-    }());
+    })();
     BABYLON.Frustum = Frustum;
     (function (Space) {
         Space[Space["LOCAL"] = 0] = "LOCAL";
@@ -2368,7 +2368,7 @@ var BABYLON;
         Axis.Y = new Vector3(0, 1, 0);
         Axis.Z = new Vector3(0, 0, 1);
         return Axis;
-    }());
+    })();
     BABYLON.Axis = Axis;
     ;
     var BezierCurve = (function () {
@@ -2394,7 +2394,7 @@ var BABYLON;
                 Math.pow(refinedT, 3);
         };
         return BezierCurve;
-    }());
+    })();
     BABYLON.BezierCurve = BezierCurve;
     (function (Orientation) {
         Orientation[Orientation["CW"] = 0] = "CW";
@@ -2422,7 +2422,7 @@ var BABYLON;
             return new Angle(degrees * Math.PI / 180);
         };
         return Angle;
-    }());
+    })();
     BABYLON.Angle = Angle;
     var Arc2 = (function () {
         function Arc2(startPoint, midPoint, endPoint) {
@@ -2452,7 +2452,7 @@ var BABYLON;
             this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
         }
         return Arc2;
-    }());
+    })();
     BABYLON.Arc2 = Arc2;
     var Path2 = (function () {
         function Path2(x, y) {
@@ -2537,7 +2537,7 @@ var BABYLON;
             return new Path2(x, y);
         };
         return Path2;
-    }());
+    })();
     BABYLON.Path2 = Path2;
     var Path3D = (function () {
         /**
@@ -2705,7 +2705,7 @@ var BABYLON;
             return normal0;
         };
         return Path3D;
-    }());
+    })();
     BABYLON.Path3D = Path3D;
     var Curve3 = (function () {
         /**
@@ -2808,7 +2808,7 @@ var BABYLON;
             return l;
         };
         return Curve3;
-    }());
+    })();
     BABYLON.Curve3 = Curve3;
     // SphericalHarmonics
     var SphericalHarmonics = (function () {
@@ -2848,7 +2848,7 @@ var BABYLON;
             this.L22 = this.L22.scale(scale);
         };
         return SphericalHarmonics;
-    }());
+    })();
     BABYLON.SphericalHarmonics = SphericalHarmonics;
     // SphericalPolynomial
     var SphericalPolynomial = (function () {
@@ -2883,7 +2883,7 @@ var BABYLON;
             return result;
         };
         return SphericalPolynomial;
-    }());
+    })();
     BABYLON.SphericalPolynomial = SphericalPolynomial;
     // Vertex formats
     var PositionNormalVertex = (function () {
@@ -2897,7 +2897,7 @@ var BABYLON;
             return new PositionNormalVertex(this.position.clone(), this.normal.clone());
         };
         return PositionNormalVertex;
-    }());
+    })();
     BABYLON.PositionNormalVertex = PositionNormalVertex;
     var PositionNormalTextureVertex = (function () {
         function PositionNormalTextureVertex(position, normal, uv) {
@@ -2912,7 +2912,7 @@ var BABYLON;
             return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
         };
         return PositionNormalTextureVertex;
-    }());
+    })();
     BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
     // Temporary pre-allocated objects for engine internal use
     // usage in any internal function :
@@ -2932,6 +2932,6 @@ var BABYLON;
             Matrix.Zero(), Matrix.Zero(),
             Matrix.Zero(), Matrix.Zero()]; // 6 temp Matrices at once should be enough
         return Tmp;
-    }());
+    })();
     BABYLON.Tmp = Tmp;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Mesh/babylon.abstractMesh.js

@@ -1031,6 +1031,6 @@ var BABYLON;
         AbstractMesh._BILLBOARDMODE_Z = 4;
         AbstractMesh._BILLBOARDMODE_ALL = 7;
         return AbstractMesh;
-    }(BABYLON.Node));
+    })(BABYLON.Node);
     BABYLON.AbstractMesh = AbstractMesh;
 })(BABYLON || (BABYLON = {}));

+ 5 - 5
src/Mesh/babylon.csg.js

@@ -32,7 +32,7 @@ var BABYLON;
             return new Vertex(BABYLON.Vector3.Lerp(this.pos, other.pos, t), BABYLON.Vector3.Lerp(this.normal, other.normal, t), BABYLON.Vector2.Lerp(this.uv, other.uv, t));
         };
         return Vertex;
-    }());
+    })();
     // # class Plane
     // Represents a plane in 3D space.
     var Plane = (function () {
@@ -124,7 +124,7 @@ var BABYLON;
         // point is on the plane.
         Plane.EPSILON = 1e-5;
         return Plane;
-    }());
+    })();
     // # class Polygon
     // Represents a convex polygon. The vertices used to initialize a polygon must
     // be coplanar and form a convex loop.
@@ -147,7 +147,7 @@ var BABYLON;
             this.plane.flip();
         };
         return Polygon;
-    }());
+    })();
     // # class Node
     // Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
     // by picking a polygon to split along. That polygon (and all other coplanar
@@ -253,7 +253,7 @@ var BABYLON;
             }
         };
         return Node;
-    }());
+    })();
     var CSG = (function () {
         function CSG() {
             this.polygons = new Array();
@@ -508,6 +508,6 @@ var BABYLON;
             return mesh;
         };
         return CSG;
-    }());
+    })();
     BABYLON.CSG = CSG;
 })(BABYLON || (BABYLON = {}));

+ 12 - 12
src/Mesh/babylon.geometry.js

@@ -679,7 +679,7 @@ var BABYLON;
             return geometry;
         };
         return Geometry;
-    }());
+    })();
     BABYLON.Geometry = Geometry;
     /////// Primitives //////////////////////////////////////////////
     var Geometry;
@@ -737,7 +737,7 @@ var BABYLON;
                     return serializationObject;
                 };
                 return _Primitive;
-            }(Geometry));
+            })(Geometry);
             Primitives._Primitive = _Primitive;
             var Ribbon = (function (_super) {
                 __extends(Ribbon, _super);
@@ -758,7 +758,7 @@ var BABYLON;
                     return new Ribbon(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), null, this.side);
                 };
                 return Ribbon;
-            }(_Primitive));
+            })(_Primitive);
             Primitives.Ribbon = Ribbon;
             var Box = (function (_super) {
                 __extends(Box, _super);
@@ -790,7 +790,7 @@ var BABYLON;
                     return box;
                 };
                 return Box;
-            }(_Primitive));
+            })(_Primitive);
             Primitives.Box = Box;
             var Sphere = (function (_super) {
                 __extends(Sphere, _super);
@@ -823,7 +823,7 @@ var BABYLON;
                     return sphere;
                 };
                 return Sphere;
-            }(_Primitive));
+            })(_Primitive);
             Primitives.Sphere = Sphere;
             var Disc = (function (_super) {
                 __extends(Disc, _super);
@@ -842,7 +842,7 @@ var BABYLON;
                     return new Disc(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
                 };
                 return Disc;
-            }(_Primitive));
+            })(_Primitive);
             Primitives.Disc = Disc;
             var Cylinder = (function (_super) {
                 __extends(Cylinder, _super);
@@ -881,7 +881,7 @@ var BABYLON;
                     return cylinder;
                 };
                 return Cylinder;
-            }(_Primitive));
+            })(_Primitive);
             Primitives.Cylinder = Cylinder;
             var Torus = (function (_super) {
                 __extends(Torus, _super);
@@ -916,7 +916,7 @@ var BABYLON;
                     return torus;
                 };
                 return Torus;
-            }(_Primitive));
+            })(_Primitive);
             Primitives.Torus = Torus;
             var Ground = (function (_super) {
                 __extends(Ground, _super);
@@ -949,7 +949,7 @@ var BABYLON;
                     return ground;
                 };
                 return Ground;
-            }(_Primitive));
+            })(_Primitive);
             Primitives.Ground = Ground;
             var TiledGround = (function (_super) {
                 __extends(TiledGround, _super);
@@ -969,7 +969,7 @@ var BABYLON;
                     return new TiledGround(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
                 };
                 return TiledGround;
-            }(_Primitive));
+            })(_Primitive);
             Primitives.TiledGround = TiledGround;
             var Plane = (function (_super) {
                 __extends(Plane, _super);
@@ -1000,7 +1000,7 @@ var BABYLON;
                     return plane;
                 };
                 return Plane;
-            }(_Primitive));
+            })(_Primitive);
             Primitives.Plane = Plane;
             var TorusKnot = (function (_super) {
                 __extends(TorusKnot, _super);
@@ -1042,7 +1042,7 @@ var BABYLON;
                     return torusKnot;
                 };
                 return TorusKnot;
-            }(_Primitive));
+            })(_Primitive);
             Primitives.TorusKnot = TorusKnot;
         })(Primitives = Geometry.Primitives || (Geometry.Primitives = {}));
     })(Geometry = BABYLON.Geometry || (BABYLON.Geometry = {}));

+ 1 - 1
src/Mesh/babylon.groundMesh.js

@@ -188,6 +188,6 @@ var BABYLON;
             }
         };
         return GroundMesh;
-    }(BABYLON.Mesh));
+    })(BABYLON.Mesh);
     BABYLON.GroundMesh = GroundMesh;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Mesh/babylon.instancedMesh.js

@@ -151,6 +151,6 @@ var BABYLON;
             _super.prototype.dispose.call(this, doNotRecurse);
         };
         return InstancedMesh;
-    }(BABYLON.AbstractMesh));
+    })(BABYLON.AbstractMesh);
     BABYLON.InstancedMesh = InstancedMesh;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Mesh/babylon.linesMesh.js

@@ -88,6 +88,6 @@ var BABYLON;
             return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
         };
         return LinesMesh;
-    }(BABYLON.Mesh));
+    })(BABYLON.Mesh);
     BABYLON.LinesMesh = LinesMesh;
 })(BABYLON || (BABYLON = {}));

+ 3 - 19
src/Mesh/babylon.mesh.js

@@ -12,7 +12,7 @@ var BABYLON;
             this.renderSelf = new Array();
         }
         return _InstancesBatch;
-    }());
+    })();
     BABYLON._InstancesBatch = _InstancesBatch;
     var Mesh = (function (_super) {
         __extends(Mesh, _super);
@@ -691,9 +691,6 @@ var BABYLON;
                 this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
             }
         };
-        /**
-         * If the mesh geometry is shared among several other meshes, this function creates a dedicated geometry instance by copying it from the shared one.
-         */
         Mesh.prototype.makeGeometryUnique = function () {
             if (!this._geometry) {
                 return;
@@ -1047,7 +1044,7 @@ var BABYLON;
             }
         };
         /**
-         * Returns as a new array populated with the mesh material and/or skeleton, if any.
+         * Returns as a new array
          */
         Mesh.prototype.getAnimatables = function () {
             var results = [];
@@ -1482,12 +1479,6 @@ var BABYLON;
             });
         };
         // Statics
-        /**
-         * Returns a new `Mesh` object what is a deep copy of the passed mesh.
-         * The parameter `parsedMesh` is the mesh to be copied.
-         * The parameter `rootUrl` is a string, it's the root URL to prefix the `delayLoadingFile` property with
-         *
-         */
         Mesh.Parse = function (parsedMesh, scene, rootUrl) {
             var mesh = new Mesh(parsedMesh.name, scene);
             mesh.id = parsedMesh.id;
@@ -2230,10 +2221,6 @@ var BABYLON;
             return this;
         };
         // Tools
-        /**
-         * Returns an object `{min: Vector3, max: Vector3}`
-         * This min and max `Vector3` are the minimum and maximum vectors of each mesh bounding box from the passed array, in the World system
-         */
         Mesh.MinMax = function (meshes) {
             var minVector = null;
             var maxVector = null;
@@ -2253,9 +2240,6 @@ var BABYLON;
                 max: maxVector
             };
         };
-        /**
-         * Returns a `Vector3`, the center of the `{min: Vector3, max: Vector3}` or the center of MinMax vector3 computed from a mesh array.
-         */
         Mesh.Center = function (meshesOrMinMaxVector) {
             var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : Mesh.MinMax(meshesOrMinMaxVector);
             return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
@@ -2328,6 +2312,6 @@ var BABYLON;
         Mesh._CAP_END = 2;
         Mesh._CAP_ALL = 3;
         return Mesh;
-    }(BABYLON.AbstractMesh));
+    })(BABYLON.AbstractMesh);
     BABYLON.Mesh = Mesh;
 })(BABYLON || (BABYLON = {}));

+ 0 - 0
src/Mesh/babylon.mesh.ts


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