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Adding support for face normals in Blender exporter
Doing some code cleaning

David catuhe 10 年之前
父節點
當前提交
5dcaa6897e
共有 100 個文件被更改,包括 172 次插入70 次删除
  1. 19 5
      Exporters/Blender/io_export_babylon.py
  2. 1 0
      src/Actions/babylon.action.js
  3. 1 0
      src/Actions/babylon.actionManager.js
  4. 1 0
      src/Actions/babylon.condition.js
  5. 1 0
      src/Actions/babylon.directActions.js
  6. 1 0
      src/Actions/babylon.interpolateValueAction.js
  7. 1 0
      src/Animations/babylon.animatable.js
  8. 1 0
      src/Animations/babylon.animation.js
  9. 1 0
      src/Animations/babylon.easing.js
  10. 1 0
      src/Audio/babylon.analyser.js
  11. 1 0
      src/Audio/babylon.audioEngine.js
  12. 1 0
      src/Audio/babylon.sound.js
  13. 1 0
      src/Audio/babylon.soundtrack.js
  14. 1 0
      src/Bones/babylon.bone.js
  15. 1 0
      src/Bones/babylon.skeleton.js
  16. 1 0
      src/Cameras/VR/babylon.vrDeviceOrientationCamera.js
  17. 1 0
      src/Cameras/VR/babylon.webVRCamera.js
  18. 1 0
      src/Cameras/babylon.arcRotateCamera.js
  19. 1 0
      src/Cameras/babylon.camera.js
  20. 1 0
      src/Cameras/babylon.deviceOrientationCamera.js
  21. 1 0
      src/Cameras/babylon.followCamera.js
  22. 1 0
      src/Cameras/babylon.freeCamera.js
  23. 1 0
      src/Cameras/babylon.gamepadCamera.js
  24. 1 0
      src/Cameras/babylon.stereoscopicCameras.js
  25. 1 0
      src/Cameras/babylon.targetCamera.js
  26. 1 0
      src/Cameras/babylon.touchCamera.js
  27. 1 0
      src/Cameras/babylon.virtualJoysticksCamera.js
  28. 1 0
      src/Collisions/babylon.collider.js
  29. 1 0
      src/Collisions/babylon.collisionCoordinator.js
  30. 1 0
      src/Collisions/babylon.collisionWorker.js
  31. 1 0
      src/Collisions/babylon.pickingInfo.js
  32. 1 0
      src/Culling/Octrees/babylon.octree.js
  33. 1 0
      src/Culling/Octrees/babylon.octreeBlock.js
  34. 1 0
      src/Culling/babylon.boundingBox.js
  35. 1 0
      src/Culling/babylon.boundingInfo.js
  36. 1 0
      src/Culling/babylon.boundingSphere.js
  37. 1 0
      src/Debug/babylon.debugLayer.js
  38. 1 0
      src/Layer/babylon.layer.js
  39. 1 0
      src/LensFlare/babylon.lensFlare.js
  40. 1 0
      src/LensFlare/babylon.lensFlareSystem.js
  41. 1 0
      src/Lights/Shadows/babylon.shadowGenerator.js
  42. 1 0
      src/Lights/babylon.directionalLight.js
  43. 1 0
      src/Lights/babylon.hemisphericLight.js
  44. 1 0
      src/Lights/babylon.light.js
  45. 1 0
      src/Lights/babylon.pointLight.js
  46. 1 0
      src/Lights/babylon.spotLight.js
  47. 1 0
      src/Loading/Plugins/babylon.babylonFileLoader.js
  48. 1 0
      src/Loading/babylon.sceneLoader.js
  49. 1 0
      src/Materials/Textures/Procedurals/babylon.customProceduralTexture.js
  50. 1 0
      src/Materials/Textures/Procedurals/babylon.proceduralTexture.js
  51. 1 0
      src/Materials/Textures/Procedurals/babylon.standardProceduralTexture.js
  52. 1 0
      src/Materials/Textures/babylon.baseTexture.js
  53. 1 0
      src/Materials/Textures/babylon.cubeTexture.js
  54. 1 0
      src/Materials/Textures/babylon.dynamicTexture.js
  55. 1 0
      src/Materials/Textures/babylon.mirrorTexture.js
  56. 1 0
      src/Materials/Textures/babylon.renderTargetTexture.js
  57. 1 0
      src/Materials/Textures/babylon.texture.js
  58. 1 0
      src/Materials/Textures/babylon.videoTexture.js
  59. 1 0
      src/Materials/babylon.effect.js
  60. 1 0
      src/Materials/babylon.material.js
  61. 1 0
      src/Materials/babylon.multiMaterial.js
  62. 1 0
      src/Materials/babylon.shaderMaterial.js
  63. 1 0
      src/Materials/babylon.standardMaterial.js
  64. 1 0
      src/Math/babylon.math.js
  65. 1 0
      src/Mesh/babylon.abstractMesh.js
  66. 1 0
      src/Mesh/babylon.csg.js
  67. 1 0
      src/Mesh/babylon.geometry.js
  68. 1 0
      src/Mesh/babylon.groundMesh.js
  69. 1 0
      src/Mesh/babylon.instancedMesh.js
  70. 1 0
      src/Mesh/babylon.linesMesh.js
  71. 1 0
      src/Mesh/babylon.mesh.js
  72. 56 65
      src/Mesh/babylon.mesh.ts
  73. 1 0
      src/Mesh/babylon.mesh.vertexData.js
  74. 1 0
      src/Mesh/babylon.meshLODLevel.js
  75. 1 0
      src/Mesh/babylon.meshSimplification.js
  76. 1 0
      src/Mesh/babylon.polygonMesh.js
  77. 1 0
      src/Mesh/babylon.subMesh.js
  78. 1 0
      src/Mesh/babylon.vertexBuffer.js
  79. 1 0
      src/Particles/babylon.particle.js
  80. 1 0
      src/Particles/babylon.particleSystem.js
  81. 1 0
      src/Physics/Plugins/babylon.cannonJSPlugin.js
  82. 1 0
      src/Physics/Plugins/babylon.oimoJSPlugin.js
  83. 1 0
      src/Physics/babylon.physicsEngine.js
  84. 1 0
      src/PostProcess/RenderPipeline/babylon.postProcessRenderEffect.js
  85. 1 0
      src/PostProcess/RenderPipeline/babylon.postProcessRenderPass.js
  86. 1 0
      src/PostProcess/RenderPipeline/babylon.postProcessRenderPipeline.js
  87. 1 0
      src/PostProcess/RenderPipeline/babylon.postProcessRenderPipelineManager.js
  88. 1 0
      src/PostProcess/babylon.anaglyphPostProcess.js
  89. 1 0
      src/PostProcess/babylon.blackAndWhitePostProcess.js
  90. 1 0
      src/PostProcess/babylon.blurPostProcess.js
  91. 1 0
      src/PostProcess/babylon.colorCorrectionPostProcess.js
  92. 1 0
      src/PostProcess/babylon.convolutionPostProcess.js
  93. 1 0
      src/PostProcess/babylon.displayPassPostProcess.js
  94. 1 0
      src/PostProcess/babylon.filterPostProcess.js
  95. 1 0
      src/PostProcess/babylon.fxaaPostProcess.js
  96. 1 0
      src/PostProcess/babylon.hdrRenderingPipeline.js
  97. 1 0
      src/PostProcess/babylon.lensRenderingPipeline.js
  98. 1 0
      src/PostProcess/babylon.passPostProcess.js
  99. 1 0
      src/PostProcess/babylon.postProcess.js
  100. 0 0
      src/PostProcess/babylon.postProcessManager.js

+ 19 - 5
Exporters/Blender/io_export_babylon.py

@@ -1,7 +1,7 @@
 bl_info = {
     'name': 'Babylon.js',
     'author': 'David Catuhe, Jeff Palmer',
-    'version': (3, 0, 3),
+    'version': (3, 0, 4),
     'blender': (2, 75, 0),
     'location': 'File > Export > Babylon.js (.babylon)',
     'description': 'Export Babylon.js scenes (.babylon)',
@@ -137,8 +137,8 @@ class ExporterSettingsPanel(bpy.types.Panel):
     bpy.types.Scene.export_noVertexOpt = bpy.props.BoolProperty(
         name="No vertex sharing",
         description="Turns off an optimization which reduces vertices",
-        default = False,
-        )
+        default = True,
+        )        
     bpy.types.Scene.attachedSound = bpy.props.StringProperty(
         name='Sound',
         description='',
@@ -754,6 +754,7 @@ class Mesh(FCurveAnimatable):
 
         # used tracking of vertices as they are received
         alreadySavedVertices = []
+        vertices_Normals = []
         vertices_UVs = []
         vertices_UV2s = []
         vertices_Colors = []
@@ -763,6 +764,7 @@ class Mesh(FCurveAnimatable):
 
         for v in range(0, len(mesh.vertices)):
             alreadySavedVertices.append(False)
+            vertices_Normals.append([])
             vertices_UVs.append([])
             vertices_UV2s.append([])
             vertices_Colors.append([])
@@ -795,7 +797,11 @@ class Mesh(FCurveAnimatable):
 
                     vertex = mesh.vertices[vertex_index]
                     position = vertex.co
-                    normal = vertex.normal
+                    
+                    if (scene.export_noVertexOpt):
+                        normal = face.normal
+                    else:
+                        normal = vertex.normal
 
                     #skeletons
                     if hasSkeleton:
@@ -848,6 +854,10 @@ class Mesh(FCurveAnimatable):
                         # UV
                         index_UV = 0
                         for savedIndex in vertices_indices[vertex_index]:
+                            vNormal = vertices_Normals[vertex_index][index_UV]
+                            if (normal.x != vNormal.x or normal.y != vNormal.y or normal.z != vNormal.z):
+                                continue;
+                            
                             if hasUV:
                                 vUV = vertices_UVs[vertex_index][index_UV]
                                 if (vUV[0] != vertex_UV[0] or vUV[1] != vertex_UV[1]):
@@ -876,6 +886,10 @@ class Mesh(FCurveAnimatable):
                         # Export new one
                         index = verticesCount
                         alreadySavedVertices[vertex_index] = True
+                        
+                        vertices_Normals[vertex_index].append(normal)                        
+                        self.normals.append(normal)
+                        
                         if hasUV:
                             vertices_UVs[vertex_index].append(vertex_UV)
                             self.uvs.append(vertex_UV[0])
@@ -900,7 +914,6 @@ class Mesh(FCurveAnimatable):
                         vertices_indices[vertex_index].append(index)
 
                         self.positions.append(position)
-                        self.normals.append(normal)
 
                         verticesCount += 1
                     self.indices.append(index)
@@ -2401,3 +2414,4 @@ class ObjectPanel(bpy.types.Panel):
             box.prop(ob.data, 'shadowBlurBoxOffset')
 
             layout.prop(ob.data, 'autoAnimate')
+

+ 1 - 0
src/Actions/babylon.action.js

@@ -67,3 +67,4 @@ var BABYLON;
     })();
     BABYLON.Action = Action;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.action.js.map

+ 1 - 0
src/Actions/babylon.actionManager.js

@@ -287,3 +287,4 @@ var BABYLON;
     })();
     BABYLON.ActionManager = ActionManager;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.actionManager.js.map

+ 1 - 0
src/Actions/babylon.condition.js

@@ -116,3 +116,4 @@ var BABYLON;
     })(Condition);
     BABYLON.StateCondition = StateCondition;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.condition.js.map

+ 1 - 0
src/Actions/babylon.directActions.js

@@ -203,3 +203,4 @@ var BABYLON;
     })(BABYLON.Action);
     BABYLON.StopSoundAction = StopSoundAction;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.directActions.js.map

+ 1 - 0
src/Actions/babylon.interpolateValueAction.js

@@ -63,3 +63,4 @@ var BABYLON;
     })(BABYLON.Action);
     BABYLON.InterpolateValueAction = InterpolateValueAction;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.interpolateValueAction.js.map

+ 1 - 0
src/Animations/babylon.animatable.js

@@ -100,3 +100,4 @@ var BABYLON;
     })();
     BABYLON.Animatable = Animatable;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.animatable.js.map

+ 1 - 0
src/Animations/babylon.animation.js

@@ -384,3 +384,4 @@ var BABYLON;
     })();
     BABYLON.Animation = Animation;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.animation.js.map

+ 1 - 0
src/Animations/babylon.easing.js

@@ -248,3 +248,4 @@ var BABYLON;
     })(EasingFunction);
     BABYLON.BezierCurveEase = BezierCurveEase;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.easing.js.map

+ 1 - 0
src/Audio/babylon.analyser.js

@@ -109,3 +109,4 @@ var BABYLON;
     })();
     BABYLON.Analyser = Analyser;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.analyser.js.map

+ 1 - 0
src/Audio/babylon.audioEngine.js

@@ -77,3 +77,4 @@ var BABYLON;
     })();
     BABYLON.AudioEngine = AudioEngine;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.audioEngine.js.map

+ 1 - 0
src/Audio/babylon.sound.js

@@ -375,3 +375,4 @@ var BABYLON;
     })();
     BABYLON.Sound = Sound;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.sound.js.map

+ 1 - 0
src/Audio/babylon.soundtrack.js

@@ -92,3 +92,4 @@ var BABYLON;
     })();
     BABYLON.SoundTrack = SoundTrack;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.soundtrack.js.map

+ 1 - 0
src/Bones/babylon.bone.js

@@ -80,3 +80,4 @@ var BABYLON;
     })(BABYLON.Node);
     BABYLON.Bone = Bone;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.bone.js.map

+ 1 - 0
src/Bones/babylon.skeleton.js

@@ -74,3 +74,4 @@ var BABYLON;
     })();
     BABYLON.Skeleton = Skeleton;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.skeleton.js.map

+ 1 - 0
src/Cameras/VR/babylon.vrDeviceOrientationCamera.js

@@ -46,3 +46,4 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.vrDeviceOrientationCamera.js.map

+ 1 - 0
src/Cameras/VR/babylon.webVRCamera.js

@@ -72,3 +72,4 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.WebVRFreeCamera = WebVRFreeCamera;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.webVRCamera.js.map

+ 1 - 0
src/Cameras/babylon.arcRotateCamera.js

@@ -535,3 +535,4 @@ var BABYLON;
     })(BABYLON.TargetCamera);
     BABYLON.ArcRotateCamera = ArcRotateCamera;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.arcRotateCamera.js.map

+ 1 - 0
src/Cameras/babylon.camera.js

@@ -526,3 +526,4 @@ var BABYLON;
     })(BABYLON.Node);
     BABYLON.Camera = Camera;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.camera.js.map

+ 1 - 0
src/Cameras/babylon.deviceOrientationCamera.js

@@ -70,3 +70,4 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.deviceOrientationCamera.js.map

+ 1 - 0
src/Cameras/babylon.followCamera.js

@@ -85,3 +85,4 @@ var BABYLON;
     })(BABYLON.TargetCamera);
     BABYLON.ArcFollowCamera = ArcFollowCamera;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.followCamera.js.map

+ 1 - 0
src/Cameras/babylon.freeCamera.js

@@ -224,3 +224,4 @@ var BABYLON;
     })(BABYLON.TargetCamera);
     BABYLON.FreeCamera = FreeCamera;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.freeCamera.js.map

+ 1 - 0
src/Cameras/babylon.gamepadCamera.js

@@ -50,3 +50,4 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.GamepadCamera = GamepadCamera;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.gamepadCamera.js.map

+ 1 - 0
src/Cameras/babylon.stereoscopicCameras.js

@@ -61,3 +61,4 @@ var BABYLON;
     })(BABYLON.GamepadCamera);
     BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.stereoscopicCameras.js.map

+ 1 - 0
src/Cameras/babylon.targetCamera.js

@@ -239,3 +239,4 @@ var BABYLON;
     })(BABYLON.Camera);
     BABYLON.TargetCamera = TargetCamera;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.targetCamera.js.map

+ 1 - 0
src/Cameras/babylon.touchCamera.js

@@ -114,3 +114,4 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.TouchCamera = TouchCamera;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.touchCamera.js.map

+ 1 - 0
src/Cameras/babylon.virtualJoysticksCamera.js

@@ -50,3 +50,4 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.virtualJoysticksCamera.js.map

+ 1 - 0
src/Collisions/babylon.collider.js

@@ -270,3 +270,4 @@ var BABYLON;
     })();
     BABYLON.Collider = Collider;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.collider.js.map

+ 1 - 0
src/Collisions/babylon.collisionCoordinator.js

@@ -271,3 +271,4 @@ var BABYLON;
     })();
     BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.collisionCoordinator.js.map

+ 1 - 0
src/Collisions/babylon.collisionWorker.js

@@ -227,3 +227,4 @@ var BABYLON;
         console.log("single worker init");
     }
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.collisionWorker.js.map

+ 1 - 0
src/Collisions/babylon.pickingInfo.js

@@ -73,3 +73,4 @@ var BABYLON;
     })();
     BABYLON.PickingInfo = PickingInfo;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.pickingInfo.js.map

+ 1 - 0
src/Culling/Octrees/babylon.octree.js

@@ -86,3 +86,4 @@ var BABYLON;
     })();
     BABYLON.Octree = Octree;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.octree.js.map

+ 1 - 0
src/Culling/Octrees/babylon.octreeBlock.js

@@ -120,3 +120,4 @@ var BABYLON;
     })();
     BABYLON.OctreeBlock = OctreeBlock;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.octreeBlock.js.map

+ 1 - 0
src/Culling/babylon.boundingBox.js

@@ -137,3 +137,4 @@ var BABYLON;
     })();
     BABYLON.BoundingBox = BoundingBox;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.boundingBox.js.map

+ 1 - 0
src/Culling/babylon.boundingInfo.js

@@ -103,3 +103,4 @@ var BABYLON;
     })();
     BABYLON.BoundingInfo = BoundingInfo;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.boundingInfo.js.map

+ 1 - 0
src/Culling/babylon.boundingSphere.js

@@ -47,3 +47,4 @@ var BABYLON;
     })();
     BABYLON.BoundingSphere = BoundingSphere;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.boundingSphere.js.map

+ 1 - 0
src/Debug/babylon.debugLayer.js

@@ -602,3 +602,4 @@ var BABYLON;
     })();
     BABYLON.DebugLayer = DebugLayer;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.debugLayer.js.map

+ 1 - 0
src/Layer/babylon.layer.js

@@ -74,3 +74,4 @@ var BABYLON;
     })();
     BABYLON.Layer = Layer;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.layer.js.map

+ 1 - 0
src/LensFlare/babylon.lensFlare.js

@@ -21,3 +21,4 @@ var BABYLON;
     })();
     BABYLON.LensFlare = LensFlare;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.lensFlare.js.map

+ 1 - 0
src/LensFlare/babylon.lensFlareSystem.js

@@ -179,3 +179,4 @@ var BABYLON;
     })();
     BABYLON.LensFlareSystem = LensFlareSystem;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.lensFlareSystem.js.map

+ 1 - 0
src/Lights/Shadows/babylon.shadowGenerator.js

@@ -333,3 +333,4 @@ var BABYLON;
     })();
     BABYLON.ShadowGenerator = ShadowGenerator;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.shadowGenerator.js.map

+ 1 - 0
src/Lights/babylon.directionalLight.js

@@ -93,3 +93,4 @@ var BABYLON;
     })(BABYLON.Light);
     BABYLON.DirectionalLight = DirectionalLight;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.directionalLight.js.map

+ 1 - 0
src/Lights/babylon.hemisphericLight.js

@@ -35,3 +35,4 @@ var BABYLON;
     })(BABYLON.Light);
     BABYLON.HemisphericLight = HemisphericLight;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.hemisphericLight.js.map

+ 1 - 0
src/Lights/babylon.light.js

@@ -76,3 +76,4 @@ var BABYLON;
     })(BABYLON.Node);
     BABYLON.Light = Light;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.light.js.map

+ 1 - 0
src/Lights/babylon.pointLight.js

@@ -40,3 +40,4 @@ var BABYLON;
     })(BABYLON.Light);
     BABYLON.PointLight = PointLight;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.pointLight.js.map

+ 1 - 0
src/Lights/babylon.spotLight.js

@@ -70,3 +70,4 @@ var BABYLON;
     })(BABYLON.Light);
     BABYLON.SpotLight = SpotLight;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.spotLight.js.map

+ 1 - 0
src/Loading/Plugins/babylon.babylonFileLoader.js

@@ -1425,3 +1425,4 @@ var BABYLON;
         });
     })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.babylonFileLoader.js.map

+ 1 - 0
src/Loading/babylon.sceneLoader.js

@@ -174,3 +174,4 @@ var BABYLON;
     BABYLON.SceneLoader = SceneLoader;
     ;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.sceneLoader.js.map

+ 1 - 0
src/Materials/Textures/Procedurals/babylon.customProceduralTexture.js

@@ -123,3 +123,4 @@ var BABYLON;
     })(BABYLON.ProceduralTexture);
     BABYLON.CustomProceduralTexture = CustomProceduralTexture;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.customProceduralTexture.js.map

+ 1 - 0
src/Materials/Textures/Procedurals/babylon.proceduralTexture.js

@@ -247,3 +247,4 @@ var BABYLON;
     })(BABYLON.Texture);
     BABYLON.ProceduralTexture = ProceduralTexture;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.proceduralTexture.js.map

+ 1 - 0
src/Materials/Textures/Procedurals/babylon.standardProceduralTexture.js

@@ -418,3 +418,4 @@ var BABYLON;
     })(BABYLON.ProceduralTexture);
     BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.standardProceduralTexture.js.map

+ 1 - 0
src/Materials/Textures/babylon.baseTexture.js

@@ -125,3 +125,4 @@ var BABYLON;
     })();
     BABYLON.BaseTexture = BaseTexture;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.baseTexture.js.map

+ 1 - 0
src/Materials/Textures/babylon.cubeTexture.js

@@ -59,3 +59,4 @@ var BABYLON;
     })(BABYLON.BaseTexture);
     BABYLON.CubeTexture = CubeTexture;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.cubeTexture.js.map

+ 1 - 0
src/Materials/Textures/babylon.dynamicTexture.js

@@ -92,3 +92,4 @@ var BABYLON;
     })(BABYLON.Texture);
     BABYLON.DynamicTexture = DynamicTexture;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.dynamicTexture.js.map

+ 1 - 0
src/Materials/Textures/babylon.mirrorTexture.js

@@ -43,3 +43,4 @@ var BABYLON;
     })(BABYLON.RenderTargetTexture);
     BABYLON.MirrorTexture = MirrorTexture;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.mirrorTexture.js.map

+ 1 - 0
src/Materials/Textures/babylon.renderTargetTexture.js

@@ -165,3 +165,4 @@ var BABYLON;
     })(BABYLON.Texture);
     BABYLON.RenderTargetTexture = RenderTargetTexture;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.renderTargetTexture.js.map

+ 1 - 0
src/Materials/Textures/babylon.texture.js

@@ -212,3 +212,4 @@ var BABYLON;
     })(BABYLON.BaseTexture);
     BABYLON.Texture = Texture;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.texture.js.map

+ 1 - 0
src/Materials/Textures/babylon.videoTexture.js

@@ -57,3 +57,4 @@ var BABYLON;
     })(BABYLON.Texture);
     BABYLON.VideoTexture = VideoTexture;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.videoTexture.js.map

+ 1 - 0
src/Materials/babylon.effect.js

@@ -371,3 +371,4 @@ var BABYLON;
     })();
     BABYLON.Effect = Effect;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.effect.js.map

+ 1 - 0
src/Materials/babylon.material.js

@@ -139,3 +139,4 @@ var BABYLON;
     })();
     BABYLON.Material = Material;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.material.js.map

+ 1 - 0
src/Materials/babylon.multiMaterial.js

@@ -44,3 +44,4 @@ var BABYLON;
     })(BABYLON.Material);
     BABYLON.MultiMaterial = MultiMaterial;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.multiMaterial.js.map

+ 1 - 0
src/Materials/babylon.shaderMaterial.js

@@ -228,3 +228,4 @@ var BABYLON;
     })(BABYLON.Material);
     BABYLON.ShaderMaterial = ShaderMaterial;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.shaderMaterial.js.map

+ 1 - 0
src/Materials/babylon.standardMaterial.js

@@ -762,3 +762,4 @@ var BABYLON;
     })(BABYLON.Material);
     BABYLON.StandardMaterial = StandardMaterial;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.standardMaterial.js.map

+ 1 - 0
src/Math/babylon.math.js

@@ -3092,3 +3092,4 @@ var BABYLON;
     })();
     BABYLON.SIMDHelper = SIMDHelper;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.math.js.map

+ 1 - 0
src/Mesh/babylon.abstractMesh.js

@@ -861,3 +861,4 @@ var BABYLON;
     })(BABYLON.Node);
     BABYLON.AbstractMesh = AbstractMesh;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.abstractMesh.js.map

+ 1 - 0
src/Mesh/babylon.csg.js

@@ -508,3 +508,4 @@ var BABYLON;
     })();
     BABYLON.CSG = CSG;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.csg.js.map

+ 1 - 0
src/Mesh/babylon.geometry.js

@@ -609,3 +609,4 @@ var BABYLON;
         })(Primitives = Geometry.Primitives || (Geometry.Primitives = {}));
     })(Geometry = BABYLON.Geometry || (BABYLON.Geometry = {}));
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.geometry.js.map

+ 1 - 0
src/Mesh/babylon.groundMesh.js

@@ -40,3 +40,4 @@ var BABYLON;
     })(BABYLON.Mesh);
     BABYLON.GroundMesh = GroundMesh;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.groundMesh.js.map

+ 1 - 0
src/Mesh/babylon.instancedMesh.js

@@ -151,3 +151,4 @@ var BABYLON;
     })(BABYLON.AbstractMesh);
     BABYLON.InstancedMesh = InstancedMesh;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.instancedMesh.js.map

+ 1 - 0
src/Mesh/babylon.linesMesh.js

@@ -68,3 +68,4 @@ var BABYLON;
     })(BABYLON.Mesh);
     BABYLON.LinesMesh = LinesMesh;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.linesMesh.js.map

+ 1 - 0
src/Mesh/babylon.mesh.js

@@ -1841,3 +1841,4 @@ var BABYLON;
     })(BABYLON.AbstractMesh);
     BABYLON.Mesh = Mesh;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.mesh.js.map

+ 56 - 65
src/Mesh/babylon.mesh.ts

@@ -1243,7 +1243,7 @@
             if (ribbonInstance) {   // existing ribbon instance update
                 // positionFunction : ribbon case
                 // only pathArray and sideOrientation parameters are taken into account for positions update
-                var positionFunction = function (positions) {
+                var positionFunction = positions => {
                     var minlg = pathArray[0].length;
                     var i = 0;
                     var ns = (ribbonInstance.sideOrientation === Mesh.DOUBLESIDE) ? 2 : 1;
@@ -1263,7 +1263,7 @@
                             if ((<any>ribbonInstance)._closePath) {
                                 positions[i] = path[0].x;
                                 positions[i + 1] = path[0].y;
-                                positions[i + 2] = path[0].z
+                                positions[i + 2] = path[0].z;
                                 i += 3;
                             }
                         }
@@ -1387,7 +1387,7 @@
         // Lines
         public static CreateLines(name: string, points: Vector3[], scene: Scene, updatable?: boolean, linesInstance: LinesMesh = null): LinesMesh {
             if (linesInstance) { // lines update
-                var positionFunction = function (positions) {
+                var positionFunction = positions => {
                     var i = 0;
                     for (var p = 0; p < points.length; p++) {
                         positions[i] = points[p].x;
@@ -1410,7 +1410,7 @@
         // Dashed Lines
         public static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene: Scene, updatable?: boolean, linesInstance: LinesMesh = null): LinesMesh {
             if (linesInstance) {  //  dashed lines update
-                var positionFunction = function (positions: number[]): void {
+                var positionFunction = (positions: number[]): void => {
                     var curvect = Vector3.Zero();
                     var nbSeg = positions.length / 6;
                     var lg = 0;
@@ -1450,8 +1450,7 @@
                         positions[p + 2] = points[i].z;
                         p += 3;
                     }
-                }
-
+                };
                 linesInstance.updateMeshPositions(positionFunction, false);
                 return linesInstance;
             }
@@ -1480,7 +1479,7 @@
         private static _ExtrudeShapeGeneric(name: string, shape: Vector3[], curve: Vector3[], scale: number, rotation: number, scaleFunction: { (i: number, distance: number): number; }, rotateFunction: { (i: number, distance: number): number; }, rbCA: boolean, rbCP: boolean, cap: number, custom: boolean, scene: Scene, updtbl: boolean, side: number, instance: Mesh): Mesh {
 
             // extrusion geometry
-            var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
+            var extrusionPathArray = (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) => {
                 var tangents = path3D.getTangents();
                 var normals = path3D.getNormals();
                 var binormals = path3D.getBinormals();
@@ -1508,7 +1507,7 @@
                     index++;
                 }
                 // cap
-                var capPath = function (shapePath) {
+                var capPath = shapePath => {
                     var pointCap = Array<Vector3>();
                     var barycenter = Vector3.Zero();
                     var i: number;
@@ -1522,39 +1521,37 @@
                     return pointCap;
                 };
                 switch (cap) {
-                    case Mesh.NO_CAP:
-                        break;
-                    case Mesh.CAP_START:
-                        shapePaths.unshift(capPath(shapePaths[0]));
-                        break;
-                    case Mesh.CAP_END:
-                        shapePaths.push(capPath(shapePaths[shapePaths.length - 1]));
-                        break;
-                    case Mesh.CAP_ALL:
-                        shapePaths.unshift(capPath(shapePaths[0]));
-                        shapePaths.push(capPath(shapePaths[shapePaths.length - 1]));
-                        break;
-                    default:
-                        break;
+                case Mesh.NO_CAP:
+                    break;
+                case Mesh.CAP_START:
+                    shapePaths.unshift(capPath(shapePaths[0]));
+                    break;
+                case Mesh.CAP_END:
+                    shapePaths.push(capPath(shapePaths[shapePaths.length - 1]));
+                    break;
+                case Mesh.CAP_ALL:
+                    shapePaths.unshift(capPath(shapePaths[0]));
+                    shapePaths.push(capPath(shapePaths[shapePaths.length - 1]));
+                    break;
+                default:
+                    break;
                 }
                 return shapePaths;
             };
-
+            var path3D;
+            var pathArray;
             if (instance) { // instance update
-
-                var path3D = ((<any>instance).path3D).update(curve);
-                var pathArray = extrusionPathArray(shape, curve, (<any>instance).path3D, (<any>instance).pathArray, scale, rotation, scaleFunction, rotateFunction, (<any>instance).cap, custom);
+                path3D = ((<any>instance).path3D).update(curve);
+                pathArray = extrusionPathArray(shape, curve, (<any>instance).path3D, (<any>instance).pathArray, scale, rotation, scaleFunction, rotateFunction, (<any>instance).cap, custom);
                 instance = Mesh.CreateRibbon(null, pathArray, null, null, null, null, null, null, instance);
 
                 return instance;
             }
             // extruded shape creation
-
-            var path3D = <any>new Path3D(curve);
+            path3D = <any>new Path3D(curve);
             var newShapePaths = new Array<Array<Vector3>>();
             cap = (cap < 0 || cap > 3) ? 0 : cap;
-            var pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
-
+            pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
             var extrudedGeneric = Mesh.CreateRibbon(name, pathArray, rbCA, rbCP, 0, scene, updtbl, side);
             (<any>extrudedGeneric).pathArray = pathArray;
             (<any>extrudedGeneric).path3D = path3D;
@@ -1672,7 +1669,7 @@
         public static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: { (i: number, distance: number): number; }, cap: number, scene: Scene, updatable?: boolean, sideOrientation: number = Mesh.DEFAULTSIDE, tubeInstance: Mesh = null): Mesh {
 
             // tube geometry
-            var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap) {
+            var tubePathArray = (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap) => {
                 var tangents = path3D.getTangents();
                 var normals = path3D.getNormals();
                 var distances = path3D.getDistances();
@@ -1708,38 +1705,38 @@
                     return pointCap;
                 };
                 switch (cap) {
-                    case Mesh.NO_CAP:
-                        break;
-                    case Mesh.CAP_START:
-                        circlePaths.unshift(capPath(tessellation + 1, 0));
-                        break;
-                    case Mesh.CAP_END:
-                        circlePaths.push(capPath(tessellation + 1, path.length - 1));
-                        break;
-                    case Mesh.CAP_ALL:
-                        circlePaths.unshift(capPath(tessellation + 1, 0));
-                        circlePaths.push(capPath(tessellation + 1, path.length - 1));
-                        break;
-                    default:
-                        break;
+                case Mesh.NO_CAP:
+                    break;
+                case Mesh.CAP_START:
+                    circlePaths.unshift(capPath(tessellation + 1, 0));
+                    break;
+                case Mesh.CAP_END:
+                    circlePaths.push(capPath(tessellation + 1, path.length - 1));
+                    break;
+                case Mesh.CAP_ALL:
+                    circlePaths.unshift(capPath(tessellation + 1, 0));
+                    circlePaths.push(capPath(tessellation + 1, path.length - 1));
+                    break;
+                default:
+                    break;
                 }
                 return circlePaths;
             };
-
+            var path3D;
+            var pathArray;
             if (tubeInstance) { // tube update
-                var path3D = ((<any>tubeInstance).path3D).update(path);
-                var pathArray = tubePathArray(path, path3D, (<any>tubeInstance).pathArray, radius, (<any>tubeInstance).tessellation, radiusFunction, (<any>tubeInstance).cap);
+                path3D = ((<any>tubeInstance).path3D).update(path);
+                pathArray = tubePathArray(path, path3D, (<any>tubeInstance).pathArray, radius, (<any>tubeInstance).tessellation, radiusFunction, (<any>tubeInstance).cap);
                 tubeInstance = Mesh.CreateRibbon(null, pathArray, null, null, null, null, null, null, tubeInstance);
 
                 return tubeInstance;
 
             }
             // tube creation
-
-            var path3D = <any>new Path3D(path);
+            path3D = <any>new Path3D(path);
             var newPathArray = new Array<Array<Vector3>>();
             cap = (cap < 0 || cap > 3) ? 0 : cap;
-            var pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap);
+            pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap);
             var tube = Mesh.CreateRibbon(name, pathArray, false, true, 0, scene, updatable, sideOrientation);
             (<any>tube).pathArray = pathArray;
             (<any>tube).path3D = path3D;
@@ -1794,10 +1791,7 @@
                 result.normal = new Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
 
                 return result;
-            }
-
-
-            // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
+            }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
             var clip = (vertices: PositionNormalVertex[], axis: Vector3): PositionNormalVertex[]=> {
                 if (vertices.length === 0) {
                     return vertices;
@@ -1812,8 +1806,7 @@
                         Vector3.Lerp(v0.position, v1.position, clipFactor),
                         Vector3.Lerp(v0.normal, v1.normal, clipFactor)
                         );
-                }
-
+                };
                 var result = new Array<PositionNormalVertex>();
 
                 for (var index = 0; index < vertices.length; index += 3) {
@@ -1910,8 +1903,7 @@
                 }
 
                 return result;
-            }
-
+            };
             for (var index = 0; index < indices.length; index += 3) {
                 var faceVertices = new Array<PositionNormalVertex>();
 
@@ -1932,7 +1924,6 @@
                 }
 
                 // Add UVs and get back to world
-                var localRotationMatrix = Matrix.RotationYawPitchRoll(yaw, pitch, angle);
                 for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
                     var vertex = faceVertices[vIndex];
 
@@ -1975,9 +1966,9 @@
             if (!this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {
                 return this;
             }
-
+            var source: number[];
             if (!this._sourcePositions) {
-                var source = this.getVerticesData(VertexBuffer.PositionKind);
+                source = this.getVerticesData(VertexBuffer.PositionKind);
                 this._sourcePositions = new Float32Array(source);
 
                 if (!this.getVertexBuffer(VertexBuffer.PositionKind).isUpdatable()) {
@@ -1986,7 +1977,7 @@
             }
 
             if (!this._sourceNormals) {
-                var source = this.getVerticesData(VertexBuffer.NormalKind);
+                source = this.getVerticesData(VertexBuffer.NormalKind);
                 this._sourceNormals = new Float32Array(source);
 
                 if (!this.getVertexBuffer(VertexBuffer.NormalKind).isUpdatable()) {
@@ -2014,7 +2005,6 @@
                 var matricesWeight3 = matricesWeightsData[index4 + 3];
                 
                 if (matricesWeight0 > 0) {
-                    var matricesIndex0 = matricesIndicesData[index4];
                     Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, matricesIndicesData[index4] * 16, matricesWeight0, tempMatrix);
                     finalMatrix.addToSelf(tempMatrix);
                 }
@@ -2084,11 +2074,12 @@
          * @param {Mesh} meshSubclass - When set, vertices inserted into this Mesh.  Meshes can then be merged into a Mesh sub-class.
          */
         public static MergeMeshes(meshes: Array<Mesh>, disposeSource = true, allow32BitsIndices?: boolean, meshSubclass?: Mesh): Mesh {
+            var index: number;
             if (!allow32BitsIndices) {
                 var totalVertices = 0;
 
                 // Counting vertices
-                for (var index = 0; index < meshes.length; index++) {
+                for (index = 0; index < meshes.length; index++) {
                     if (meshes[index]) {
                         totalVertices += meshes[index].getTotalVertices();
 

+ 1 - 0
src/Mesh/babylon.mesh.vertexData.js

@@ -1165,3 +1165,4 @@ var BABYLON;
     })();
     BABYLON.VertexData = VertexData;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.mesh.vertexData.js.map

+ 1 - 0
src/Mesh/babylon.meshLODLevel.js

@@ -12,3 +12,4 @@ var BABYLON;
         Internals.MeshLODLevel = MeshLODLevel;
     })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.meshLODLevel.js.map

+ 1 - 0
src/Mesh/babylon.meshSimplification.js

@@ -656,3 +656,4 @@ var BABYLON;
     })();
     BABYLON.QuadraticErrorSimplification = QuadraticErrorSimplification;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.meshSimplification.js.map

+ 1 - 0
src/Mesh/babylon.polygonMesh.js

@@ -244,3 +244,4 @@ var BABYLON;
     })();
     BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.polygonMesh.js.map

+ 1 - 0
src/Mesh/babylon.subMesh.js

@@ -143,3 +143,4 @@ var BABYLON;
     })();
     BABYLON.SubMesh = SubMesh;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.subMesh.js.map

+ 1 - 0
src/Mesh/babylon.vertexBuffer.js

@@ -190,3 +190,4 @@ var BABYLON;
     })();
     BABYLON.VertexBuffer = VertexBuffer;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.vertexBuffer.js.map

+ 1 - 0
src/Particles/babylon.particle.js

@@ -27,3 +27,4 @@ var BABYLON;
     })();
     BABYLON.Particle = Particle;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.particle.js.map

+ 1 - 0
src/Particles/babylon.particleSystem.js

@@ -334,3 +334,4 @@ var BABYLON;
     })();
     BABYLON.ParticleSystem = ParticleSystem;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.particleSystem.js.map

+ 1 - 0
src/Physics/Plugins/babylon.cannonJSPlugin.js

@@ -251,3 +251,4 @@ var BABYLON;
     })();
     BABYLON.CannonJSPlugin = CannonJSPlugin;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.cannonJSPlugin.js.map

+ 1 - 0
src/Physics/Plugins/babylon.oimoJSPlugin.js

@@ -314,3 +314,4 @@ var BABYLON;
     })();
     BABYLON.OimoJSPlugin = OimoJSPlugin;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.oimoJSPlugin.js.map

+ 1 - 0
src/Physics/babylon.physicsEngine.js

@@ -60,3 +60,4 @@ var BABYLON;
     })();
     BABYLON.PhysicsEngine = PhysicsEngine;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.physicsEngine.js.map

+ 1 - 0
src/PostProcess/RenderPipeline/babylon.postProcessRenderEffect.js

@@ -138,3 +138,4 @@ var BABYLON;
     })();
     BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.postProcessRenderEffect.js.map

+ 1 - 0
src/PostProcess/RenderPipeline/babylon.postProcessRenderPass.js

@@ -40,3 +40,4 @@ var BABYLON;
     })();
     BABYLON.PostProcessRenderPass = PostProcessRenderPass;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.postProcessRenderPass.js.map

+ 1 - 0
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipeline.js

@@ -110,3 +110,4 @@ var BABYLON;
     })();
     BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.postProcessRenderPipeline.js.map

+ 1 - 0
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipelineManager.js

@@ -58,3 +58,4 @@ var BABYLON;
     })();
     BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map

+ 1 - 0
src/PostProcess/babylon.anaglyphPostProcess.js

@@ -15,3 +15,4 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.anaglyphPostProcess.js.map

+ 1 - 0
src/PostProcess/babylon.blackAndWhitePostProcess.js

@@ -15,3 +15,4 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map

+ 1 - 0
src/PostProcess/babylon.blurPostProcess.js

@@ -24,3 +24,4 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.BlurPostProcess = BlurPostProcess;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.blurPostProcess.js.map

+ 1 - 0
src/PostProcess/babylon.colorCorrectionPostProcess.js

@@ -36,3 +36,4 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map

+ 1 - 0
src/PostProcess/babylon.convolutionPostProcess.js

@@ -29,3 +29,4 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.convolutionPostProcess.js.map

+ 1 - 0
src/PostProcess/babylon.displayPassPostProcess.js

@@ -15,3 +15,4 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.displayPassPostProcess.js.map

+ 1 - 0
src/PostProcess/babylon.filterPostProcess.js

@@ -20,3 +20,4 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.FilterPostProcess = FilterPostProcess;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.filterPostProcess.js.map

+ 1 - 0
src/PostProcess/babylon.fxaaPostProcess.js

@@ -23,3 +23,4 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.FxaaPostProcess = FxaaPostProcess;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.fxaaPostProcess.js.map

+ 1 - 0
src/PostProcess/babylon.hdrRenderingPipeline.js

@@ -371,3 +371,4 @@ var BABYLON;
     })(BABYLON.PostProcessRenderPipeline);
     BABYLON.HDRRenderingPipeline = HDRRenderingPipeline;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.hdrRenderingPipeline.js.map

+ 1 - 0
src/PostProcess/babylon.lensRenderingPipeline.js

@@ -217,3 +217,4 @@ var BABYLON;
     })(BABYLON.PostProcessRenderPipeline);
     BABYLON.LensRenderingPipeline = LensRenderingPipeline;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.lensRenderingPipeline.js.map

+ 1 - 0
src/PostProcess/babylon.passPostProcess.js

@@ -15,3 +15,4 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.PassPostProcess = PassPostProcess;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.passPostProcess.js.map

+ 1 - 0
src/PostProcess/babylon.postProcess.js

@@ -109,3 +109,4 @@ var BABYLON;
     })();
     BABYLON.PostProcess = PostProcess;
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.postProcess.js.map

+ 0 - 0
src/PostProcess/babylon.postProcessManager.js


部分文件因文件數量過多而無法顯示