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Deploying last PR

David Catuhe 10 lat temu
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commit
70d129427e
68 zmienionych plików z 178 dodań i 181 usunięć
  1. 1 1
      Babylon/Actions/babylon.condition.js
  2. 1 1
      Babylon/Actions/babylon.directActions.js
  3. 1 1
      Babylon/Actions/babylon.interpolateValueAction.js
  4. 1 1
      Babylon/Animations/babylon.easing.js
  5. 1 1
      Babylon/Cameras/VR/babylon.vrDeviceOrientationCamera.js
  6. 1 1
      Babylon/Cameras/VR/babylon.webVRCamera.js
  7. 1 1
      Babylon/Cameras/babylon.anaglyphCamera.js
  8. 2 2
      Babylon/Cameras/babylon.arcRotateCamera.js
  9. 1 1
      Babylon/Cameras/babylon.camera.js
  10. 1 1
      Babylon/Cameras/babylon.deviceOrientationCamera.js
  11. 1 1
      Babylon/Cameras/babylon.followCamera.js
  12. 1 1
      Babylon/Cameras/babylon.freeCamera.js
  13. 1 1
      Babylon/Cameras/babylon.gamepadCamera.js
  14. 1 1
      Babylon/Cameras/babylon.stereoscopicCamera.js
  15. 2 2
      Babylon/Cameras/babylon.targetCamera.js
  16. 1 1
      Babylon/Cameras/babylon.touchCamera.js
  17. 1 1
      Babylon/Cameras/babylon.virtualJoysticksCamera.js
  18. 11 9
      Babylon/Collisions/babylon.collisionWorker.js
  19. 0 1
      Babylon/Debug/babylon.debugLayer.js.map
  20. 1 1
      Babylon/Lights/babylon.directionalLight.js
  21. 1 1
      Babylon/Lights/babylon.hemisphericLight.js
  22. 1 1
      Babylon/Lights/babylon.light.js
  23. 1 1
      Babylon/Lights/babylon.pointLight.js
  24. 1 1
      Babylon/Lights/babylon.spotLight.js
  25. 1 1
      Babylon/Materials/Textures/Procedurals/babylon.customProceduralTexture.js
  26. 1 1
      Babylon/Materials/Textures/Procedurals/babylon.proceduralTexture.js
  27. 1 1
      Babylon/Materials/Textures/Procedurals/babylon.standardProceduralTexture.js
  28. 1 1
      Babylon/Materials/Textures/babylon.cubeTexture.js
  29. 1 1
      Babylon/Materials/Textures/babylon.dynamicTexture.js
  30. 2 2
      Babylon/Materials/Textures/babylon.mirrorTexture.js
  31. 1 1
      Babylon/Materials/Textures/babylon.rawTexture.js
  32. 1 1
      Babylon/Materials/Textures/babylon.renderTargetTexture.js
  33. 1 1
      Babylon/Materials/Textures/babylon.texture.js
  34. 1 1
      Babylon/Materials/Textures/babylon.videoTexture.js
  35. 1 1
      Babylon/Materials/babylon.multiMaterial.js
  36. 1 1
      Babylon/Materials/babylon.shaderMaterial.js
  37. 1 1
      Babylon/Materials/babylon.standardMaterial.js
  38. 14 14
      Babylon/Math/babylon.math.js
  39. 1 1
      Babylon/Mesh/babylon.abstractMesh.js
  40. 2 2
      Babylon/Mesh/babylon.csg.js
  41. 1 1
      Babylon/Mesh/babylon.geometry.js
  42. 1 1
      Babylon/Mesh/babylon.groundMesh.js
  43. 1 1
      Babylon/Mesh/babylon.instancedMesh.js
  44. 1 1
      Babylon/Mesh/babylon.linesMesh.js
  45. 10 10
      Babylon/Mesh/babylon.mesh.js
  46. 1 1
      Babylon/Mesh/babylon.polygonmesh.js
  47. 1 1
      Babylon/Mesh/babylon.subMesh.js
  48. 1 1
      Babylon/PostProcess/babylon.anaglyphPostProcess.js
  49. 1 1
      Babylon/PostProcess/babylon.blackAndWhitePostProcess.js
  50. 1 1
      Babylon/PostProcess/babylon.blurPostProcess.js
  51. 1 1
      Babylon/PostProcess/babylon.colorCorrectionPostProcess.js
  52. 1 1
      Babylon/PostProcess/babylon.convolutionPostProcess.js
  53. 1 1
      Babylon/PostProcess/babylon.displayPassPostProcess.js
  54. 1 1
      Babylon/PostProcess/babylon.filterPostProcess.js
  55. 1 1
      Babylon/PostProcess/babylon.fxaaPostProcess.js
  56. 1 1
      Babylon/PostProcess/babylon.lensRenderingPipeline.js
  57. 1 1
      Babylon/PostProcess/babylon.passPostProcess.js
  58. 1 1
      Babylon/PostProcess/babylon.refractionPostProcess.js
  59. 1 1
      Babylon/PostProcess/babylon.ssaoRenderingPipeline.js
  60. 1 1
      Babylon/PostProcess/babylon.stereoscopicInterlacePostProcess.js
  61. 1 1
      Babylon/PostProcess/babylon.volumetricLightScatteringPostProcess.js
  62. 1 1
      Babylon/PostProcess/babylon.vrDistortionCorrectionPostProcess.js
  63. 2 2
      Babylon/Tools/babylon.database.js
  64. 3 3
      Babylon/Tools/babylon.gamepads.js
  65. 1 1
      Babylon/Tools/babylon.sceneOptimizer.js
  66. 34 34
      babylon.2.1-rc.debug.js
  67. 21 23
      babylon.2.1-rc.js
  68. 20 22
      babylon.2.1-rc.noworker.js

+ 1 - 1
Babylon/Actions/babylon.condition.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Actions/babylon.directActions.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Animations/babylon.easing.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Cameras/babylon.anaglyphCamera.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 2 - 2
Babylon/Cameras/babylon.arcRotateCamera.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;
@@ -452,7 +452,7 @@ var BABYLON;
          */
         ArcRotateCamera.prototype.getSubCamera = function (name, isA) {
             var alphaSpace = this._subCamHalfSpace * (isA ? -1 : 1);
-            return new BABYLON.ArcRotateCamera(name, this.alpha + alphaSpace, this.beta, this.radius, this.target, this.getScene());
+            return new ArcRotateCamera(name, this.alpha + alphaSpace, this.beta, this.radius, this.target, this.getScene());
         };
         /**
          * @override

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Cameras/babylon.followCamera.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Cameras/babylon.stereoscopicCamera.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 2 - 2
Babylon/Cameras/babylon.targetCamera.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;
@@ -184,7 +184,7 @@ var BABYLON;
          * needs to be overridden, so sub has required properties to be copied
          */
         TargetCamera.prototype.getSubCamera = function (name, isA) {
-            var subCamera = new BABYLON.TargetCamera(name, this.position.clone(), this.getScene());
+            var subCamera = new TargetCamera(name, this.position.clone(), this.getScene());
             if (this._subCameraMode === BABYLON.Camera.SUB_CAMERA_MODE_VR) {
                 subCamera._vrActualUp = new BABYLON.Vector3(0, 0, 0);
                 subCamera._getViewMatrix = subCamera._getVRViewMatrix;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 11 - 9
Babylon/Collisions/babylon.collisionWorker.js

@@ -150,8 +150,8 @@ var BABYLON;
         CollisionDetectorTransferable.prototype.onInit = function (payload) {
             this._collisionCache = new CollisionCache();
             var reply = {
-                error: 0 /* SUCCESS */,
-                taskType: 0 /* INIT */
+                error: BABYLON.WorkerReplyType.SUCCESS,
+                taskType: BABYLON.WorkerTaskType.INIT
             };
             postMessage(reply, undefined);
         };
@@ -167,8 +167,8 @@ var BABYLON;
                 }
             }
             var replay = {
-                error: 0 /* SUCCESS */,
-                taskType: 1 /* UPDATE */
+                error: BABYLON.WorkerReplyType.SUCCESS,
+                taskType: BABYLON.WorkerTaskType.UPDATE
             };
             postMessage(replay, undefined);
         };
@@ -185,8 +185,8 @@ var BABYLON;
                 newPosition: finalPosition.asArray()
             };
             var reply = {
-                error: 0 /* SUCCESS */,
-                taskType: 2 /* COLLIDE */,
+                error: BABYLON.WorkerReplyType.SUCCESS,
+                taskType: BABYLON.WorkerTaskType.COLLIDE,
                 payload: replyPayload
             };
             postMessage(reply, undefined);
@@ -194,6 +194,7 @@ var BABYLON;
         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 {
         if (self && self instanceof WorkerGlobalScope) {
             //Window hack to allow including babylonjs native code. the <any> is for typescript.
@@ -208,13 +209,13 @@ var BABYLON;
             var onNewMessage = function (event) {
                 var message = event.data;
                 switch (message.taskType) {
-                    case 0 /* INIT */:
+                    case BABYLON.WorkerTaskType.INIT:
                         collisionDetector.onInit(message.payload);
                         break;
-                    case 2 /* COLLIDE */:
+                    case BABYLON.WorkerTaskType.COLLIDE:
                         collisionDetector.onCollision(message.payload);
                         break;
-                    case 1 /* UPDATE */:
+                    case BABYLON.WorkerTaskType.UPDATE:
                         collisionDetector.onUpdate(message.payload);
                         break;
                 }
@@ -226,3 +227,4 @@ var BABYLON;
         console.log("single worker init");
     }
 })(BABYLON || (BABYLON = {}));
+//# sourceMappingURL=babylon.collisionWorker.js.map

Plik diff jest za duży
+ 0 - 1
Babylon/Debug/babylon.debugLayer.js.map


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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Materials/Textures/Procedurals/babylon.standardProceduralTexture.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 2 - 2
Babylon/Materials/Textures/babylon.mirrorTexture.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;
@@ -30,7 +30,7 @@ var BABYLON;
         }
         MirrorTexture.prototype.clone = function () {
             var textureSize = this.getSize();
-            var newTexture = new BABYLON.MirrorTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
+            var newTexture = new MirrorTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
             // Base texture
             newTexture.hasAlpha = this.hasAlpha;
             newTexture.level = this.level;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Materials/babylon.standardMaterial.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 14 - 14
Babylon/Math/babylon.math.js

@@ -858,15 +858,15 @@ var BABYLON;
                 x = -t * Math.sqrt(1 / (1 + t * t));
                 z = Math.sqrt(1 / (1 + t * t));
             }
-            w2 = new BABYLON.Vector3(x, y, z);
-            v2 = BABYLON.Vector3.Cross(w2, u1); // v2 image of v1 through rotation around u1
-            cross = BABYLON.Vector3.Cross(w, w2); // returns same direction as u1 (=local x) if positive angle : cross(source, image)
-            if (BABYLON.Vector3.Dot(u1, cross) < 0) {
+            w2 = new Vector3(x, y, z);
+            v2 = Vector3.Cross(w2, u1); // v2 image of v1 through rotation around u1
+            cross = Vector3.Cross(w, w2); // returns same direction as u1 (=local x) if positive angle : cross(source, image)
+            if (Vector3.Dot(u1, cross) < 0) {
                 sign = 1;
             }
-            dot = BABYLON.Vector3.Dot(w, w2);
+            dot = Vector3.Dot(w, w2);
             pitch = Math.acos(dot) * sign;
-            if (BABYLON.Vector3.Dot(v2, Y) < 0) {
+            if (Vector3.Dot(v2, Y) < 0) {
                 pitch = Math.PI + pitch;
                 v2 = v2.scaleInPlace(-1);
                 w2 = w2.scaleInPlace(-1);
@@ -875,16 +875,16 @@ var BABYLON;
             // step 3 : rotate around v2
             // Rv2(u1) = X, same as Rv2(w2) = Z, with X=(1,0,0) and Z=(0,0,1)
             sign = -1;
-            cross = BABYLON.Vector3.Cross(X, u1); // returns same direction as Y if positive angle : cross(source, image)
-            if (BABYLON.Vector3.Dot(cross, Y) < 0) {
+            cross = Vector3.Cross(X, u1); // returns same direction as Y if positive angle : cross(source, image)
+            if (Vector3.Dot(cross, Y) < 0) {
                 sign = 1;
             }
-            dot = BABYLON.Vector3.Dot(u1, X);
+            dot = Vector3.Dot(u1, X);
             yaw = -Math.acos(dot) * sign; // negative : plane zOx oriented clockwise
             if (dot < 0 && nbRevert < 2) {
                 yaw = Math.PI + yaw;
             }
-            return new BABYLON.Vector3(pitch, yaw, roll);
+            return new Vector3(pitch, yaw, roll);
         };
         return Vector3;
     })();
@@ -2882,7 +2882,7 @@ var BABYLON;
             var hermite = new Array();
             var step = 1 / nbPoints;
             for (var i = 0; i <= nbPoints; i++) {
-                hermite.push(BABYLON.Vector3.Hermite(p1, t1, p2, t2, i * step));
+                hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
             }
             return new Curve3(hermite);
         };
@@ -2976,7 +2976,7 @@ var BABYLON;
             Matrix.LookAtLHToRef = Matrix.LookAtLHToRefSIMD;
             Vector3.TransformCoordinatesToRef = Vector3.TransformCoordinatesToRefSIMD;
             Vector3.TransformCoordinatesFromFloatsToRef = Vector3.TransformCoordinatesFromFloatsToRefSIMD;
-            Object.defineProperty(BABYLON.Vector3.prototype, "x", {
+            Object.defineProperty(Vector3.prototype, "x", {
                 get: function () { return this._data[0]; },
                 set: function (value) {
                     if (!this._data) {
@@ -2985,13 +2985,13 @@ var BABYLON;
                     this._data[0] = value;
                 }
             });
-            Object.defineProperty(BABYLON.Vector3.prototype, "y", {
+            Object.defineProperty(Vector3.prototype, "y", {
                 get: function () { return this._data[1]; },
                 set: function (value) {
                     this._data[1] = value;
                 }
             });
-            Object.defineProperty(BABYLON.Vector3.prototype, "z", {
+            Object.defineProperty(Vector3.prototype, "z", {
                 get: function () { return this._data[2]; },
                 set: function (value) {
                     this._data[2] = value;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 2 - 2
Babylon/Mesh/babylon.csg.js

@@ -304,12 +304,12 @@ var BABYLON;
         };
         // Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
         CSG.FromPolygons = function (polygons) {
-            var csg = new BABYLON.CSG();
+            var csg = new CSG();
             csg.polygons = polygons;
             return csg;
         };
         CSG.prototype.clone = function () {
-            var csg = new BABYLON.CSG();
+            var csg = new CSG();
             csg.polygons = this.polygons.map(function (p) { return p.clone(); });
             csg.copyTransformAttributes(this);
             return csg;

+ 1 - 1
Babylon/Mesh/babylon.geometry.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 10 - 10
Babylon/Mesh/babylon.mesh.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;
@@ -1027,7 +1027,7 @@ var BABYLON;
                 var positionFunction = function (positions) {
                     var minlg = pathArray[0].length;
                     var i = 0;
-                    var ns = (ribbonInstance.sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
+                    var ns = (ribbonInstance.sideOrientation === Mesh.DOUBLESIDE) ? 2 : 1;
                     for (var si = 1; si <= ns; si++) {
                         for (var p = 0; p < pathArray.length; p++) {
                             var path = pathArray[p];
@@ -1243,15 +1243,15 @@ var BABYLON;
                     return pointCap;
                 };
                 switch (cap) {
-                    case BABYLON.Mesh.NO_CAP:
+                    case Mesh.NO_CAP:
                         break;
-                    case BABYLON.Mesh.CAP_START:
+                    case Mesh.CAP_START:
                         shapePaths.unshift(capPath(shapePaths[0]));
                         break;
-                    case BABYLON.Mesh.CAP_END:
+                    case Mesh.CAP_END:
                         shapePaths.push(capPath(shapePaths[shapePaths.length - 1]));
                         break;
-                    case BABYLON.Mesh.CAP_ALL:
+                    case Mesh.CAP_ALL:
                         shapePaths.unshift(capPath(shapePaths[0]));
                         shapePaths.push(capPath(shapePaths[shapePaths.length - 1]));
                         break;
@@ -1400,15 +1400,15 @@ var BABYLON;
                     return pointCap;
                 };
                 switch (cap) {
-                    case BABYLON.Mesh.NO_CAP:
+                    case Mesh.NO_CAP:
                         break;
-                    case BABYLON.Mesh.CAP_START:
+                    case Mesh.CAP_START:
                         circlePaths.unshift(capPath(tessellation + 1, 0));
                         break;
-                    case BABYLON.Mesh.CAP_END:
+                    case Mesh.CAP_END:
                         circlePaths.push(capPath(tessellation + 1, path.length - 1));
                         break;
-                    case BABYLON.Mesh.CAP_ALL:
+                    case Mesh.CAP_ALL:
                         circlePaths.unshift(capPath(tessellation + 1, 0));
                         circlePaths.push(capPath(tessellation + 1, path.length - 1));
                         break;

+ 1 - 1
Babylon/Mesh/babylon.polygonmesh.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Mesh/babylon.subMesh.js

@@ -137,7 +137,7 @@ var BABYLON;
                 if (vertexIndex > maxVertexIndex)
                     maxVertexIndex = vertexIndex;
             }
-            return new BABYLON.SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
+            return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
         };
         return SubMesh;
     })();

+ 1 - 1
Babylon/PostProcess/babylon.anaglyphPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.blackAndWhitePostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.blurPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.colorCorrectionPostProcess.js

@@ -11,7 +11,7 @@
 //  For explanations on color grading, see here:
 //      http://udn.epicgames.com/Three/ColorGrading.html
 //
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.convolutionPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.displayPassPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.filterPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.fxaaPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.lensRenderingPipeline.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.passPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.refractionPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.ssaoRenderingPipeline.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.stereoscopicInterlacePostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.volumetricLightScatteringPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.vrDistortionCorrectionPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 2 - 2
Babylon/Tools/babylon.database.js

@@ -5,7 +5,7 @@ var BABYLON;
             // Handling various flavors of prefixed version of IndexedDB
             this.idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
             this.callbackManifestChecked = callbackManifestChecked;
-            this.currentSceneUrl = BABYLON.Database.ReturnFullUrlLocation(urlToScene);
+            this.currentSceneUrl = Database.ReturnFullUrlLocation(urlToScene);
             this.db = null;
             this.enableSceneOffline = false;
             this.enableTexturesOffline = false;
@@ -481,7 +481,7 @@ var BABYLON;
         };
         Database.ReturnFullUrlLocation = function (url) {
             if (url.indexOf("http:/") === -1) {
-                return (BABYLON.Database.parseURL(window.location.href) + url);
+                return (Database.parseURL(window.location.href) + url);
             }
             else {
                 return url;

+ 3 - 3
Babylon/Tools/babylon.gamepads.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;
@@ -99,10 +99,10 @@ var BABYLON;
             }
             var newGamepad;
             if (gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
-                newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad);
+                newGamepad = new Xbox360Pad(gamepad.id, gamepad.index, gamepad);
             }
             else {
-                newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
+                newGamepad = new GenericPad(gamepad.id, gamepad.index, gamepad);
             }
             this.babylonGamepads.push(newGamepad);
             return newGamepad;

+ 1 - 1
Babylon/Tools/babylon.sceneOptimizer.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

Plik diff jest za duży
+ 34 - 34
babylon.2.1-rc.debug.js


Plik diff jest za duży
+ 21 - 23
babylon.2.1-rc.js


Plik diff jest za duży
+ 20 - 22
babylon.2.1-rc.noworker.js