Browse Source

typescript build

gleborgne 9 years ago
parent
commit
683f83f2f6
100 changed files with 493 additions and 493 deletions
  1. 21 21
      dist/preview release/babylon.d.ts
  2. 281 281
      dist/preview release/babylon.max.js
  3. 1 1
      src/Actions/babylon.action.js
  4. 2 2
      src/Actions/babylon.actionManager.js
  5. 4 4
      src/Actions/babylon.condition.js
  6. 12 12
      src/Actions/babylon.directActions.js
  7. 1 1
      src/Actions/babylon.interpolateValueAction.js
  8. 1 1
      src/Animations/babylon.animatable.js
  9. 4 4
      src/Animations/babylon.animation.js
  10. 13 13
      src/Animations/babylon.easing.js
  11. 1 1
      src/Audio/babylon.analyser.js
  12. 1 1
      src/Audio/babylon.audioEngine.js
  13. 1 1
      src/Audio/babylon.sound.js
  14. 1 1
      src/Audio/babylon.soundtrack.js
  15. 1 1
      src/Bones/babylon.bone.js
  16. 1 1
      src/Bones/babylon.skeleton.js
  17. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.gamepad.js
  18. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.keyboard.js
  19. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.mousewheel.js
  20. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.pointers.js
  21. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.deviceorientation.js
  22. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.gamepad.js
  23. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.keyboard.js
  24. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.mouse.js
  25. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.touch.js
  26. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.virtualjoystick.js
  27. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.vrdeviceorientation.js
  28. 1 1
      src/Cameras/VR/babylon.vrCameraMetrics.js
  29. 1 1
      src/Cameras/VR/babylon.vrDeviceOrientationCamera.js
  30. 1 1
      src/Cameras/VR/babylon.webVRCamera.js
  31. 1 1
      src/Cameras/babylon.arcRotateCamera.js
  32. 1 1
      src/Cameras/babylon.arcRotateCameraInputsManager.js
  33. 1 1
      src/Cameras/babylon.camera.js
  34. 1 1
      src/Cameras/babylon.cameraInputsManager.js
  35. 1 1
      src/Cameras/babylon.deviceOrientationCamera.js
  36. 2 2
      src/Cameras/babylon.followCamera.js
  37. 1 1
      src/Cameras/babylon.freeCamera.js
  38. 1 1
      src/Cameras/babylon.freeCameraInputsManager.js
  39. 1 1
      src/Cameras/babylon.gamepadCamera.js
  40. 8 8
      src/Cameras/babylon.stereoscopicCameras.js
  41. 1 1
      src/Cameras/babylon.targetCamera.js
  42. 1 1
      src/Cameras/babylon.touchCamera.js
  43. 1 1
      src/Cameras/babylon.universalCamera.js
  44. 1 1
      src/Cameras/babylon.virtualJoysticksCamera.js
  45. 1 1
      src/Collisions/babylon.collider.js
  46. 2 2
      src/Collisions/babylon.collisionCoordinator.js
  47. 3 3
      src/Collisions/babylon.collisionWorker.js
  48. 2 2
      src/Collisions/babylon.pickingInfo.js
  49. 1 1
      src/Culling/Octrees/babylon.octree.js
  50. 1 1
      src/Culling/Octrees/babylon.octreeBlock.js
  51. 1 1
      src/Culling/babylon.boundingBox.js
  52. 1 1
      src/Culling/babylon.boundingInfo.js
  53. 1 1
      src/Culling/babylon.boundingSphere.js
  54. 1 1
      src/Culling/babylon.ray.js
  55. 1 1
      src/Debug/babylon.debugLayer.js
  56. 1 1
      src/Debug/babylon.skeletonViewer.js
  57. 1 1
      src/Layer/babylon.layer.js
  58. 1 1
      src/LensFlare/babylon.lensFlare.js
  59. 1 1
      src/LensFlare/babylon.lensFlareSystem.js
  60. 1 1
      src/Lights/Shadows/babylon.shadowGenerator.js
  61. 1 1
      src/Lights/babylon.directionalLight.js
  62. 1 1
      src/Lights/babylon.hemisphericLight.js
  63. 1 1
      src/Lights/babylon.light.js
  64. 1 1
      src/Lights/babylon.pointLight.js
  65. 1 1
      src/Lights/babylon.spotLight.js
  66. 1 1
      src/Loading/babylon.sceneLoader.js
  67. 1 1
      src/Materials/Textures/Procedurals/babylon.customProceduralTexture.js
  68. 1 1
      src/Materials/Textures/Procedurals/babylon.proceduralTexture.js
  69. 1 1
      src/Materials/Textures/babylon.baseTexture.js
  70. 1 1
      src/Materials/Textures/babylon.cubeTexture.js
  71. 1 1
      src/Materials/Textures/babylon.dynamicTexture.js
  72. 1 1
      src/Materials/Textures/babylon.hdrCubeTexture.js
  73. 1 1
      src/Materials/Textures/babylon.mirrorTexture.js
  74. 1 1
      src/Materials/Textures/babylon.rawTexture.js
  75. 1 1
      src/Materials/Textures/babylon.refractionTexture.js
  76. 1 1
      src/Materials/Textures/babylon.renderTargetTexture.js
  77. 1 1
      src/Materials/Textures/babylon.texture.js
  78. 1 1
      src/Materials/Textures/babylon.videoTexture.js
  79. 2 2
      src/Materials/babylon.effect.js
  80. 1 1
      src/Materials/babylon.fresnelParameters.js
  81. 2 2
      src/Materials/babylon.material.js
  82. 1 1
      src/Materials/babylon.materialHelper.js
  83. 1 1
      src/Materials/babylon.multiMaterial.js
  84. 1 1
      src/Materials/babylon.shaderMaterial.js
  85. 2 2
      src/Materials/babylon.standardMaterial.js
  86. 3 3
      src/Math/babylon.math.SIMD.js
  87. 23 23
      src/Math/babylon.math.js
  88. 1 1
      src/Mesh/babylon.abstractMesh.js
  89. 5 5
      src/Mesh/babylon.csg.js
  90. 12 12
      src/Mesh/babylon.geometry.js
  91. 1 1
      src/Mesh/babylon.groundMesh.js
  92. 1 1
      src/Mesh/babylon.instancedMesh.js
  93. 1 1
      src/Mesh/babylon.linesMesh.js
  94. 2 2
      src/Mesh/babylon.mesh.js
  95. 1 1
      src/Mesh/babylon.mesh.vertexData.js
  96. 1 1
      src/Mesh/babylon.meshBuilder.js
  97. 1 1
      src/Mesh/babylon.meshLODLevel.js
  98. 7 7
      src/Mesh/babylon.meshSimplification.js
  99. 4 4
      src/Mesh/babylon.polygonMesh.js
  100. 0 0
      src/Mesh/babylon.subMesh.js

+ 21 - 21
dist/preview release/babylon.d.ts

@@ -5748,6 +5748,27 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class ReflectionProbe {
+        name: string;
+        private _scene;
+        private _renderTargetTexture;
+        private _projectionMatrix;
+        private _viewMatrix;
+        private _target;
+        private _add;
+        private _attachedMesh;
+        position: Vector3;
+        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
+        refreshRate: number;
+        getScene(): Scene;
+        cubeTexture: RenderTargetTexture;
+        renderList: AbstractMesh[];
+        attachToMesh(mesh: AbstractMesh): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
     class AnaglyphPostProcess extends PostProcess {
         constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
     }
@@ -6317,27 +6338,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class ReflectionProbe {
-        name: string;
-        private _scene;
-        private _renderTargetTexture;
-        private _projectionMatrix;
-        private _viewMatrix;
-        private _target;
-        private _add;
-        private _attachedMesh;
-        position: Vector3;
-        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
-        refreshRate: number;
-        getScene(): Scene;
-        cubeTexture: RenderTargetTexture;
-        renderList: AbstractMesh[];
-        attachToMesh(mesh: AbstractMesh): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     class BoundingBoxRenderer {
         frontColor: Color3;
         backColor: Color3;

File diff suppressed because it is too large
+ 281 - 281
dist/preview release/babylon.max.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

@@ -291,6 +291,6 @@ var BABYLON;
             return skeleton;
         };
         return Skeleton;
-    }());
+    })();
     BABYLON.Skeleton = Skeleton;
 })(BABYLON || (BABYLON = {}));

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

@@ -52,7 +52,7 @@ var BABYLON;
             BABYLON.serialize()
         ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
         return ArcRotateCameraGamepadInput;
-    }());
+    })();
     BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
     BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
 })(BABYLON || (BABYLON = {}));

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

@@ -102,7 +102,7 @@ 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

@@ -49,7 +49,7 @@ 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

@@ -187,7 +187,7 @@ 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.freecamera.input.deviceorientation.js

@@ -69,7 +69,7 @@ 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

@@ -58,7 +58,7 @@ 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

@@ -105,7 +105,7 @@ 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

@@ -96,7 +96,7 @@ 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

@@ -133,7 +133,7 @@ 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

@@ -46,7 +46,7 @@ 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

@@ -37,7 +37,7 @@ 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 = {}));

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

@@ -19,6 +19,6 @@ var BABYLON;
             return "VRDeviceOrientationFreeCamera";
         };
         return VRDeviceOrientationFreeCamera;
-    }(BABYLON.FreeCamera));
+    })(BABYLON.FreeCamera);
     BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
 })(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

@@ -597,6 +597,6 @@ 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

@@ -33,6 +33,6 @@ var BABYLON;
             return this;
         };
         return ArcRotateCameraInputsManager;
-    }(BABYLON.CameraInputsManager));
+    })(BABYLON.CameraInputsManager);
     BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
 })(BABYLON || (BABYLON = {}));

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

@@ -630,6 +630,6 @@ 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

@@ -92,6 +92,6 @@ var BABYLON;
             }
         };
         return CameraInputsManager;
-    }());
+    })();
     BABYLON.CameraInputsManager = CameraInputsManager;
 })(BABYLON || (BABYLON = {}));

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

@@ -54,6 +54,6 @@ 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

@@ -210,6 +210,6 @@ 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

@@ -45,6 +45,6 @@ var BABYLON;
             return this;
         };
         return FreeCameraInputsManager;
-    }(BABYLON.CameraInputsManager));
+    })(BABYLON.CameraInputsManager);
     BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
 })(BABYLON || (BABYLON = {}));

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

@@ -54,6 +54,6 @@ 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

@@ -54,6 +54,6 @@ var BABYLON;
             return "TouchCamera";
         };
         return TouchCamera;
-    }(BABYLON.FreeCamera));
+    })(BABYLON.FreeCamera);
     BABYLON.TouchCamera = TouchCamera;
 })(BABYLON || (BABYLON = {}));

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

@@ -54,6 +54,6 @@ 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

@@ -166,6 +166,6 @@ var BABYLON;
             return new Ray(newOrigin, newDirection, ray.length);
         };
         return Ray;
-    }());
+    })();
     BABYLON.Ray = Ray;
 })(BABYLON || (BABYLON = {}));

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

@@ -660,6 +660,6 @@ 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

@@ -203,6 +203,6 @@ 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

@@ -172,6 +172,6 @@ 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

@@ -223,7 +223,7 @@ 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

@@ -133,6 +133,6 @@ var BABYLON;
             return serializationObject;
         };
         return BaseTexture;
-    }());
+    })();
     BABYLON.BaseTexture = BaseTexture;
 })(BABYLON || (BABYLON = {}));

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

@@ -91,6 +91,6 @@ var BABYLON;
             return serializationObject;
         };
         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 = {}));

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

@@ -185,6 +185,6 @@ var BABYLON;
             "back"
         ];
         return HDRCubeTexture;
-    }(BABYLON.BaseTexture));
+    })(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

@@ -249,6 +249,6 @@ 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

@@ -269,6 +269,6 @@ var BABYLON;
         Texture.WRAP_ADDRESSMODE = 1;
         Texture.MIRROR_ADDRESSMODE = 2;
         return Texture;
-    }(BABYLON.BaseTexture));
+    })(BABYLON.BaseTexture);
     BABYLON.Texture = Texture;
 })(BABYLON || (BABYLON = {}));

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

@@ -53,6 +53,6 @@ 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 = {}));

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

@@ -337,6 +337,6 @@ 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) {
@@ -851,6 +851,6 @@ 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 () {
@@ -1252,7 +1252,7 @@ var BABYLON;
             return center;
         };
         return Vector4;
-    }());
+    })();
     BABYLON.Vector4 = Vector4;
     var Quaternion = (function () {
         function Quaternion(x, y, z, w) {
@@ -1538,7 +1538,7 @@ 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() {
@@ -2172,7 +2172,7 @@ var BABYLON;
         Matrix._yAxis = Vector3.Zero();
         Matrix._zAxis = Vector3.Zero();
         return Matrix;
-    }());
+    })();
     BABYLON.Matrix = Matrix;
     var Plane = (function () {
         function Plane(a, b, c, d) {
@@ -2265,7 +2265,7 @@ var BABYLON;
             return Vector3.Dot(point, normal) + d;
         };
         return Plane;
-    }());
+    })();
     BABYLON.Plane = Plane;
     var Viewport = (function () {
         function Viewport(x, y, width, height) {
@@ -2278,7 +2278,7 @@ 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() {
@@ -2330,7 +2330,7 @@ var BABYLON;
             frustumPlanes[5].normalize();
         };
         return Frustum;
-    }());
+    })();
     BABYLON.Frustum = Frustum;
     (function (Space) {
         Space[Space["LOCAL"] = 0] = "LOCAL";
@@ -2344,7 +2344,7 @@ var BABYLON;
         Axis.Y = new Vector3(0, 1, 0);
         Axis.Z = new Vector3(0, 0, 1);
         return Axis;
-    }());
+    })();
     BABYLON.Axis = Axis;
     ;
     var BezierCurve = (function () {
@@ -2370,7 +2370,7 @@ var BABYLON;
                 Math.pow(refinedT, 3);
         };
         return BezierCurve;
-    }());
+    })();
     BABYLON.BezierCurve = BezierCurve;
     (function (Orientation) {
         Orientation[Orientation["CW"] = 0] = "CW";
@@ -2398,7 +2398,7 @@ var BABYLON;
             return new Angle(degrees * Math.PI / 180);
         };
         return Angle;
-    }());
+    })();
     BABYLON.Angle = Angle;
     var Arc2 = (function () {
         function Arc2(startPoint, midPoint, endPoint) {
@@ -2428,7 +2428,7 @@ 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) {
@@ -2513,7 +2513,7 @@ var BABYLON;
             return new Path2(x, y);
         };
         return Path2;
-    }());
+    })();
     BABYLON.Path2 = Path2;
     var Path3D = (function () {
         /**
@@ -2681,7 +2681,7 @@ var BABYLON;
             return normal0;
         };
         return Path3D;
-    }());
+    })();
     BABYLON.Path3D = Path3D;
     var Curve3 = (function () {
         /**
@@ -2784,7 +2784,7 @@ var BABYLON;
             return l;
         };
         return Curve3;
-    }());
+    })();
     BABYLON.Curve3 = Curve3;
     // SphericalHarmonics
     var SphericalHarmonics = (function () {
@@ -2824,7 +2824,7 @@ var BABYLON;
             this.L22 = this.L22.scale(scale);
         };
         return SphericalHarmonics;
-    }());
+    })();
     BABYLON.SphericalHarmonics = SphericalHarmonics;
     // SphericalPolynomial
     var SphericalPolynomial = (function () {
@@ -2859,7 +2859,7 @@ var BABYLON;
             return result;
         };
         return SphericalPolynomial;
-    }());
+    })();
     BABYLON.SphericalPolynomial = SphericalPolynomial;
     // Vertex formats
     var PositionNormalVertex = (function () {
@@ -2873,7 +2873,7 @@ var BABYLON;
             return new PositionNormalVertex(this.position.clone(), this.normal.clone());
         };
         return PositionNormalVertex;
-    }());
+    })();
     BABYLON.PositionNormalVertex = PositionNormalVertex;
     var PositionNormalTextureVertex = (function () {
         function PositionNormalTextureVertex(position, normal, uv) {
@@ -2888,7 +2888,7 @@ 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 :
@@ -2908,6 +2908,6 @@ 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

@@ -976,6 +976,6 @@ 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

@@ -647,7 +647,7 @@ var BABYLON;
             return geometry;
         };
         return Geometry;
-    }());
+    })();
     BABYLON.Geometry = Geometry;
     /////// Primitives //////////////////////////////////////////////
     var Geometry;
@@ -705,7 +705,7 @@ var BABYLON;
                     return serializationObject;
                 };
                 return _Primitive;
-            }(Geometry));
+            })(Geometry);
             Primitives._Primitive = _Primitive;
             var Ribbon = (function (_super) {
                 __extends(Ribbon, _super);
@@ -726,7 +726,7 @@ 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);
@@ -758,7 +758,7 @@ var BABYLON;
                     return box;
                 };
                 return Box;
-            }(_Primitive));
+            })(_Primitive);
             Primitives.Box = Box;
             var Sphere = (function (_super) {
                 __extends(Sphere, _super);
@@ -791,7 +791,7 @@ var BABYLON;
                     return sphere;
                 };
                 return Sphere;
-            }(_Primitive));
+            })(_Primitive);
             Primitives.Sphere = Sphere;
             var Disc = (function (_super) {
                 __extends(Disc, _super);
@@ -810,7 +810,7 @@ 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);
@@ -849,7 +849,7 @@ var BABYLON;
                     return cylinder;
                 };
                 return Cylinder;
-            }(_Primitive));
+            })(_Primitive);
             Primitives.Cylinder = Cylinder;
             var Torus = (function (_super) {
                 __extends(Torus, _super);
@@ -884,7 +884,7 @@ var BABYLON;
                     return torus;
                 };
                 return Torus;
-            }(_Primitive));
+            })(_Primitive);
             Primitives.Torus = Torus;
             var Ground = (function (_super) {
                 __extends(Ground, _super);
@@ -917,7 +917,7 @@ var BABYLON;
                     return ground;
                 };
                 return Ground;
-            }(_Primitive));
+            })(_Primitive);
             Primitives.Ground = Ground;
             var TiledGround = (function (_super) {
                 __extends(TiledGround, _super);
@@ -937,7 +937,7 @@ 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);
@@ -968,7 +968,7 @@ var BABYLON;
                     return plane;
                 };
                 return Plane;
-            }(_Primitive));
+            })(_Primitive);
             Primitives.Plane = Plane;
             var TorusKnot = (function (_super) {
                 __extends(TorusKnot, _super);
@@ -1010,7 +1010,7 @@ 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

@@ -66,6 +66,6 @@ var BABYLON;
             return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
         };
         return LinesMesh;
-    }(BABYLON.Mesh));
+    })(BABYLON.Mesh);
     BABYLON.LinesMesh = LinesMesh;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
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);
@@ -1719,6 +1719,6 @@ var BABYLON;
         Mesh._CAP_END = 2;
         Mesh._CAP_ALL = 3;
         return Mesh;
-    }(BABYLON.AbstractMesh));
+    })(BABYLON.AbstractMesh);
     BABYLON.Mesh = Mesh;
 })(BABYLON || (BABYLON = {}));

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

@@ -1817,6 +1817,6 @@ var BABYLON;
             geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
         };
         return VertexData;
-    }());
+    })();
     BABYLON.VertexData = VertexData;
 })(BABYLON || (BABYLON = {}));

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

@@ -707,6 +707,6 @@ var BABYLON;
             return extrudedGeneric;
         };
         return MeshBuilder;
-    }());
+    })();
     BABYLON.MeshBuilder = MeshBuilder;
 })(BABYLON || (BABYLON = {}));

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

@@ -8,7 +8,7 @@ var BABYLON;
                 this.mesh = mesh;
             }
             return MeshLODLevel;
-        }());
+        })();
         Internals.MeshLODLevel = MeshLODLevel;
     })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
 })(BABYLON || (BABYLON = {}));

+ 7 - 7
src/Mesh/babylon.meshSimplification.js

@@ -7,7 +7,7 @@ var BABYLON;
             this.optimizeMesh = optimizeMesh;
         }
         return SimplificationSettings;
-    }());
+    })();
     BABYLON.SimplificationSettings = SimplificationSettings;
     var SimplificationQueue = (function () {
         function SimplificationQueue() {
@@ -77,7 +77,7 @@ var BABYLON;
             }
         };
         return SimplificationQueue;
-    }());
+    })();
     BABYLON.SimplificationQueue = SimplificationQueue;
     /**
      * The implemented types of simplification.
@@ -97,7 +97,7 @@ var BABYLON;
             this.borderFactor = 0;
         }
         return DecimationTriangle;
-    }());
+    })();
     BABYLON.DecimationTriangle = DecimationTriangle;
     var DecimationVertex = (function () {
         function DecimationVertex(position, id) {
@@ -113,7 +113,7 @@ var BABYLON;
             this.position.copyFrom(newPosition);
         };
         return DecimationVertex;
-    }());
+    })();
     BABYLON.DecimationVertex = DecimationVertex;
     var QuadraticMatrix = (function () {
         function QuadraticMatrix(data) {
@@ -158,7 +158,7 @@ var BABYLON;
             return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
         };
         return QuadraticMatrix;
-    }());
+    })();
     BABYLON.QuadraticMatrix = QuadraticMatrix;
     var Reference = (function () {
         function Reference(vertexId, triangleId) {
@@ -166,7 +166,7 @@ var BABYLON;
             this.triangleId = triangleId;
         }
         return Reference;
-    }());
+    })();
     BABYLON.Reference = Reference;
     /**
      * An implementation of the Quadratic Error simplification algorithm.
@@ -653,6 +653,6 @@ var BABYLON;
             return error;
         };
         return QuadraticErrorSimplification;
-    }());
+    })();
     BABYLON.QuadraticErrorSimplification = QuadraticErrorSimplification;
 })(BABYLON || (BABYLON = {}));

+ 4 - 4
src/Mesh/babylon.polygonMesh.js

@@ -12,7 +12,7 @@ var BABYLON;
             this.index = index;
         }
         return IndexedVector2;
-    }(BABYLON.Vector2));
+    })(BABYLON.Vector2);
     var PolygonPoints = (function () {
         function PolygonPoints() {
             this.elements = new Array();
@@ -56,7 +56,7 @@ var BABYLON;
             };
         };
         return PolygonPoints;
-    }());
+    })();
     var Polygon = (function () {
         function Polygon() {
         }
@@ -93,7 +93,7 @@ var BABYLON;
             return BABYLON.Path2.StartingAt(x, y);
         };
         return Polygon;
-    }());
+    })();
     BABYLON.Polygon = Polygon;
     var PolygonMeshBuilder = (function () {
         function PolygonMeshBuilder(name, contours, scene) {
@@ -240,6 +240,6 @@ var BABYLON;
             ;
         };
         return PolygonMeshBuilder;
-    }());
+    })();
     BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
 })(BABYLON || (BABYLON = {}));

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


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