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fix dist folder

Christopher Yovanovitch 7 năm trước cách đây
mục cha
commit
6aa6044a8a

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+ 14741 - 16997
dist/preview release/babylon.d.ts


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+ 1 - 27
dist/preview release/babylon.js


+ 1 - 145
dist/preview release/babylon.max.js

@@ -58587,7 +58587,7 @@ var BABYLON;
     /**
      * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
      *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
-
+
      * The SPS is also a particle system. It provides some methods to manage the particles.
      * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
      *
@@ -98594,150 +98594,6 @@ var BABYLON;
 
 //# sourceMappingURL=babylon.environmentHelper.js.map
 
-var BABYLON;
-(function (BABYLON) {
-    /**
-     * ParticleSystemType
-     */
-    var ParticleSystemType;
-    (function (ParticleSystemType) {
-        /**
-         * None is to represents an error in parsing the type string in the create method.
-         */
-        ParticleSystemType[ParticleSystemType["None"] = 0] = "None";
-        /**
-         * Fire particle system.
-         */
-        ParticleSystemType[ParticleSystemType["Fire"] = 1] = "Fire";
-        /**
-         * Smoke particle system.
-         */
-        ParticleSystemType[ParticleSystemType["Smoke"] = 2] = "Smoke";
-    })(ParticleSystemType = BABYLON.ParticleSystemType || (BABYLON.ParticleSystemType = {}));
-    /**
-     * This class is made for on one-liner static method to help creating particle systems.
-     */
-    var ParticleHelper = /** @class */ (function () {
-        function ParticleHelper() {
-        }
-        /**
-         * This is the main static method (one-liner) of this helper to create different particle systems.
-         * @param type This string will be parsed to a ParticleSystemType
-         * @param emitter The object where the particle system will start to emit from.
-         * @param scene The scene where the particle system should live.
-         * @param gpu If the system will use gpu.
-         * @returns the ParticleSystem created.
-         */
-        ParticleHelper.Create = function (type, emitter, scene, gpu) {
-            if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
-            if (gpu === void 0) { gpu = false; }
-            var typeParsed = this._parseType(type);
-            if (typeParsed === ParticleSystemType.None) {
-                throw new Error("This particle system type doesn't exist.");
-            }
-            if (scene) {
-                this._scene = scene;
-            }
-            else {
-                throw new Error("A particle system need a scene.");
-            }
-            this._emitter = emitter;
-            switch (typeParsed) {
-                case ParticleSystemType.Fire:
-                    return this._createFire();
-                case ParticleSystemType.Smoke:
-                    return this._createSmoke();
-                default:
-                    throw new Error("Not yet implemented.");
-            }
-        };
-        ParticleHelper._parseType = function (type) {
-            switch (type) {
-                case "fire":
-                case "Fire":
-                case "FIRE":
-                    return ParticleSystemType.Fire;
-                case "smoke":
-                case "Smoke":
-                case "SMOKE":
-                    return ParticleSystemType.Smoke;
-                default:
-                    return ParticleSystemType.None;
-            }
-        };
-        ParticleHelper._createFire = function () {
-            // Create a particle system
-            var fireSystem = new BABYLON.ParticleSystem("particles", 2000, this._scene);
-            // Texture of each particle
-            fireSystem.particleTexture = new BABYLON.Texture(this._baseAssetsUrl + "textures/flare.png", this._scene);
-            // Where the particles come from
-            fireSystem.emitter = this._emitter; // the starting object, the emitter
-            fireSystem.minEmitBox = new BABYLON.Vector3(-0.5, 1, -0.5); // Starting all from
-            fireSystem.maxEmitBox = new BABYLON.Vector3(0.5, 1, 0.5); // To...
-            // Colors of all particles
-            fireSystem.color1 = new BABYLON.Color4(1, 0.5, 0, 1.0);
-            fireSystem.color2 = new BABYLON.Color4(1, 0.5, 0, 1.0);
-            fireSystem.colorDead = new BABYLON.Color4(0, 0, 0, 0.0);
-            // Size of each particle (random between...
-            fireSystem.minSize = 0.3;
-            fireSystem.maxSize = 1;
-            // Life time of each particle (random between...
-            fireSystem.minLifeTime = 0.2;
-            fireSystem.maxLifeTime = 0.4;
-            // Emission rate
-            fireSystem.emitRate = 600;
-            // Blend mode : BLENDMODE_ONEONE, or BLENDMODE_STANDARD
-            fireSystem.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
-            // Set the gravity of all particles
-            fireSystem.gravity = new BABYLON.Vector3(0, 0, 0);
-            // Direction of each particle after it has been emitted
-            fireSystem.direction1 = new BABYLON.Vector3(0, 4, 0);
-            fireSystem.direction2 = new BABYLON.Vector3(0, 4, 0);
-            // Angular speed, in radians
-            fireSystem.minAngularSpeed = 0;
-            fireSystem.maxAngularSpeed = Math.PI;
-            // Speed
-            fireSystem.minEmitPower = 1;
-            fireSystem.maxEmitPower = 3;
-            fireSystem.updateSpeed = 0.007;
-            return fireSystem;
-        };
-        ParticleHelper._createSmoke = function () {
-            var smokeSystem = new BABYLON.ParticleSystem("smoke", 1000, this._scene);
-            smokeSystem.particleTexture = new BABYLON.Texture(this._baseAssetsUrl + "textures/flare.png", this._scene);
-            smokeSystem.emitter = this._emitter;
-            smokeSystem.minEmitBox = new BABYLON.Vector3(-0.5, 1, -0.5);
-            smokeSystem.maxEmitBox = new BABYLON.Vector3(0.5, 1, 0.5);
-            smokeSystem.color1 = new BABYLON.Color4(0.1, 0.1, 0.1, 1.0);
-            smokeSystem.color2 = new BABYLON.Color4(0.1, 0.1, 0.1, 1.0);
-            smokeSystem.colorDead = new BABYLON.Color4(0, 0, 0, 0.0);
-            smokeSystem.minSize = 0.3;
-            smokeSystem.maxSize = 1;
-            smokeSystem.minLifeTime = 0.3;
-            smokeSystem.maxLifeTime = 1.5;
-            smokeSystem.emitRate = 350;
-            smokeSystem.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
-            smokeSystem.gravity = new BABYLON.Vector3(0, 0, 0);
-            smokeSystem.direction1 = new BABYLON.Vector3(-1.5, 8, -1.5);
-            smokeSystem.direction2 = new BABYLON.Vector3(1.5, 8, 1.5);
-            smokeSystem.minAngularSpeed = 0;
-            smokeSystem.maxAngularSpeed = Math.PI;
-            smokeSystem.minEmitPower = 0.5;
-            smokeSystem.maxEmitPower = 1.5;
-            smokeSystem.updateSpeed = 0.005;
-            return smokeSystem;
-        };
-        /**
-         * Base Assets URL.
-         */
-        ParticleHelper._baseAssetsUrl = "https://assets.babylonjs.com/particles/";
-        return ParticleHelper;
-    }());
-    BABYLON.ParticleHelper = ParticleHelper;
-})(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=babylon.particleHelper.js.map
-
 
 var BABYLON;
 (function (BABYLON) {

+ 1 - 145
dist/preview release/babylon.no-module.max.js

@@ -58554,7 +58554,7 @@ var BABYLON;
     /**
      * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
      *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
-
+
      * The SPS is also a particle system. It provides some methods to manage the particles.
      * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
      *
@@ -98561,150 +98561,6 @@ var BABYLON;
 
 //# sourceMappingURL=babylon.environmentHelper.js.map
 
-var BABYLON;
-(function (BABYLON) {
-    /**
-     * ParticleSystemType
-     */
-    var ParticleSystemType;
-    (function (ParticleSystemType) {
-        /**
-         * None is to represents an error in parsing the type string in the create method.
-         */
-        ParticleSystemType[ParticleSystemType["None"] = 0] = "None";
-        /**
-         * Fire particle system.
-         */
-        ParticleSystemType[ParticleSystemType["Fire"] = 1] = "Fire";
-        /**
-         * Smoke particle system.
-         */
-        ParticleSystemType[ParticleSystemType["Smoke"] = 2] = "Smoke";
-    })(ParticleSystemType = BABYLON.ParticleSystemType || (BABYLON.ParticleSystemType = {}));
-    /**
-     * This class is made for on one-liner static method to help creating particle systems.
-     */
-    var ParticleHelper = /** @class */ (function () {
-        function ParticleHelper() {
-        }
-        /**
-         * This is the main static method (one-liner) of this helper to create different particle systems.
-         * @param type This string will be parsed to a ParticleSystemType
-         * @param emitter The object where the particle system will start to emit from.
-         * @param scene The scene where the particle system should live.
-         * @param gpu If the system will use gpu.
-         * @returns the ParticleSystem created.
-         */
-        ParticleHelper.Create = function (type, emitter, scene, gpu) {
-            if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
-            if (gpu === void 0) { gpu = false; }
-            var typeParsed = this._parseType(type);
-            if (typeParsed === ParticleSystemType.None) {
-                throw new Error("This particle system type doesn't exist.");
-            }
-            if (scene) {
-                this._scene = scene;
-            }
-            else {
-                throw new Error("A particle system need a scene.");
-            }
-            this._emitter = emitter;
-            switch (typeParsed) {
-                case ParticleSystemType.Fire:
-                    return this._createFire();
-                case ParticleSystemType.Smoke:
-                    return this._createSmoke();
-                default:
-                    throw new Error("Not yet implemented.");
-            }
-        };
-        ParticleHelper._parseType = function (type) {
-            switch (type) {
-                case "fire":
-                case "Fire":
-                case "FIRE":
-                    return ParticleSystemType.Fire;
-                case "smoke":
-                case "Smoke":
-                case "SMOKE":
-                    return ParticleSystemType.Smoke;
-                default:
-                    return ParticleSystemType.None;
-            }
-        };
-        ParticleHelper._createFire = function () {
-            // Create a particle system
-            var fireSystem = new BABYLON.ParticleSystem("particles", 2000, this._scene);
-            // Texture of each particle
-            fireSystem.particleTexture = new BABYLON.Texture(this._baseAssetsUrl + "textures/flare.png", this._scene);
-            // Where the particles come from
-            fireSystem.emitter = this._emitter; // the starting object, the emitter
-            fireSystem.minEmitBox = new BABYLON.Vector3(-0.5, 1, -0.5); // Starting all from
-            fireSystem.maxEmitBox = new BABYLON.Vector3(0.5, 1, 0.5); // To...
-            // Colors of all particles
-            fireSystem.color1 = new BABYLON.Color4(1, 0.5, 0, 1.0);
-            fireSystem.color2 = new BABYLON.Color4(1, 0.5, 0, 1.0);
-            fireSystem.colorDead = new BABYLON.Color4(0, 0, 0, 0.0);
-            // Size of each particle (random between...
-            fireSystem.minSize = 0.3;
-            fireSystem.maxSize = 1;
-            // Life time of each particle (random between...
-            fireSystem.minLifeTime = 0.2;
-            fireSystem.maxLifeTime = 0.4;
-            // Emission rate
-            fireSystem.emitRate = 600;
-            // Blend mode : BLENDMODE_ONEONE, or BLENDMODE_STANDARD
-            fireSystem.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
-            // Set the gravity of all particles
-            fireSystem.gravity = new BABYLON.Vector3(0, 0, 0);
-            // Direction of each particle after it has been emitted
-            fireSystem.direction1 = new BABYLON.Vector3(0, 4, 0);
-            fireSystem.direction2 = new BABYLON.Vector3(0, 4, 0);
-            // Angular speed, in radians
-            fireSystem.minAngularSpeed = 0;
-            fireSystem.maxAngularSpeed = Math.PI;
-            // Speed
-            fireSystem.minEmitPower = 1;
-            fireSystem.maxEmitPower = 3;
-            fireSystem.updateSpeed = 0.007;
-            return fireSystem;
-        };
-        ParticleHelper._createSmoke = function () {
-            var smokeSystem = new BABYLON.ParticleSystem("smoke", 1000, this._scene);
-            smokeSystem.particleTexture = new BABYLON.Texture(this._baseAssetsUrl + "textures/flare.png", this._scene);
-            smokeSystem.emitter = this._emitter;
-            smokeSystem.minEmitBox = new BABYLON.Vector3(-0.5, 1, -0.5);
-            smokeSystem.maxEmitBox = new BABYLON.Vector3(0.5, 1, 0.5);
-            smokeSystem.color1 = new BABYLON.Color4(0.1, 0.1, 0.1, 1.0);
-            smokeSystem.color2 = new BABYLON.Color4(0.1, 0.1, 0.1, 1.0);
-            smokeSystem.colorDead = new BABYLON.Color4(0, 0, 0, 0.0);
-            smokeSystem.minSize = 0.3;
-            smokeSystem.maxSize = 1;
-            smokeSystem.minLifeTime = 0.3;
-            smokeSystem.maxLifeTime = 1.5;
-            smokeSystem.emitRate = 350;
-            smokeSystem.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
-            smokeSystem.gravity = new BABYLON.Vector3(0, 0, 0);
-            smokeSystem.direction1 = new BABYLON.Vector3(-1.5, 8, -1.5);
-            smokeSystem.direction2 = new BABYLON.Vector3(1.5, 8, 1.5);
-            smokeSystem.minAngularSpeed = 0;
-            smokeSystem.maxAngularSpeed = Math.PI;
-            smokeSystem.minEmitPower = 0.5;
-            smokeSystem.maxEmitPower = 1.5;
-            smokeSystem.updateSpeed = 0.005;
-            return smokeSystem;
-        };
-        /**
-         * Base Assets URL.
-         */
-        ParticleHelper._baseAssetsUrl = "https://assets.babylonjs.com/particles/";
-        return ParticleHelper;
-    }());
-    BABYLON.ParticleHelper = ParticleHelper;
-})(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=babylon.particleHelper.js.map
-
 
 var BABYLON;
 (function (BABYLON) {

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+ 1 - 27
dist/preview release/babylon.worker.js


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+ 3 - 147
dist/preview release/es6.js


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+ 0 - 2288
dist/preview release/viewer/babylon.viewer.d.ts


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+ 1 - 51
dist/preview release/viewer/babylon.viewer.js


Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 1444 - 6234
dist/preview release/viewer/babylon.viewer.max.js


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+ 0 - 2317
dist/preview release/viewer/babylon.viewer.module.d.ts


+ 0 - 1
dist/preview release/what's new.md

@@ -11,7 +11,6 @@
 - Add webVR support for Oculus Go ([TrevorDev](https://github.com/TrevorDev))
 - Add ability to not generate polynomials harmonics upon prefiltered texture creation ([sebavan](http://www.github.com/sebavan))
 - Add predicate function to customize the list of mesh included in the computation of bounding vectors in the ```getHierarchyBoundingVectors``` method ([sebavan](http://www.github.com/sebavan))
-- Add webVR constructor options: disable laser pointer toggle, teleportation floor meshes ([TrevorDev](https://github.com/TrevorDev))
 
 ### glTF Loader