ソースを参照

npm 3.2.0-beta.2

Raanan Weber 7 年 前
コミット
749d7ec946

ファイルの差分が大きいため隠しています
+ 6744 - 6767
dist/preview release/babylon.d.ts


ファイルの差分が大きいため隠しています
+ 52 - 52
dist/preview release/babylon.js


+ 19 - 567
dist/preview release/babylon.max.js

@@ -6,27 +6,32 @@ var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__p
     var amdDependencies = [];
     var CANNON = root.CANNON;
     var OIMO = root.OIMO;
+    var earcut = root.earcut;
     if(typeof exports === 'object' && typeof module === 'object') {
          try {  CANNON = CANNON || require("cannon");  } catch(e) {} 
          try {  OIMO = OIMO || require("oimo");  } catch(e) {} 
+         try {  earcut = earcut || require("earcut");  } catch(e) {} 
 
-        module.exports = factory(CANNON,OIMO);
+        module.exports = factory(CANNON,OIMO,earcut);
     } else if(typeof define === 'function' && define.amd) {
          if(require.specified && require.specified("cannon")) amdDependencies.push("cannon");
          if(require.specified && require.specified("oimo")) amdDependencies.push("oimo");
+         if(require.specified && require.specified("earcut")) amdDependencies.push("earcut");
 
         define("babylonjs", amdDependencies, factory);
     } else if(typeof exports === 'object') {
          try {  CANNON = CANNON || require("cannon");  } catch(e) {} 
          try {  OIMO = OIMO || require("oimo");  } catch(e) {} 
+         try {  earcut = earcut || require("earcut");  } catch(e) {} 
 
-        exports["babylonjs"] = factory(CANNON,OIMO);
+        exports["babylonjs"] = factory(CANNON,OIMO,earcut);
     } else {
-        root["BABYLON"] = factory(CANNON,OIMO);
+        root["BABYLON"] = factory(CANNON,OIMO,earcut);
     }
-})(this, function(CANNON,OIMO) {
+})(this, function(CANNON,OIMO,earcut) {
   CANNON = CANNON || this.CANNON;
   OIMO = OIMO || this.OIMO;
+  earcut = earcut || this.earcut;
 
 "use strict";
 var BABYLON;
@@ -76286,568 +76291,6 @@ var BABYLON;
 //# sourceMappingURL=babylon.hdrCubeTexture.js.map
 
 "use strict";
-// All the credit goes to this project and the guy who's behind it https://github.com/mapbox/earcut
-// Huge respect for a such great lib. 
-// Earcut license:
-// Copyright (c) 2016, Mapbox
-// 
-// Permission to use, copy, modify, and/or distribute this software for any purpose
-// with or without fee is hereby granted, provided that the above copyright notice
-// and this permission notice appear in all copies.
-// 
-// THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
-// REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
-// FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
-// INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
-// OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
-// TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
-// THIS SOFTWARE.
-var Earcut;
-(function (Earcut) {
-    /**
-     * The fastest and smallest JavaScript polygon triangulation library for your WebGL apps
-     * @param data is a flat array of vertice coordinates like [x0, y0, x1, y1, x2, y2, ...].
-     * @param holeIndices is an array of hole indices if any (e.g. [5, 8] for a 12- vertice input would mean one hole with vertices 5–7 and another with 8–11).
-     * @param dim is the number of coordinates per vertice in the input array (2 by default).
-     */
-    function earcut(data, holeIndices, dim) {
-        dim = dim || 2;
-        var hasHoles = holeIndices && holeIndices.length, outerLen = hasHoles ? holeIndices[0] * dim : data.length, outerNode = linkedList(data, 0, outerLen, dim, true), triangles = new Array();
-        if (!outerNode)
-            return triangles;
-        var minX = 0, minY = 0, maxX, maxY, x, y, size = 0;
-        if (hasHoles)
-            outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
-        // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
-        if (data.length > 80 * dim) {
-            minX = maxX = data[0];
-            minY = maxY = data[1];
-            for (var i = dim; i < outerLen; i += dim) {
-                x = data[i];
-                y = data[i + 1];
-                if (x < minX)
-                    minX = x;
-                if (y < minY)
-                    minY = y;
-                if (x > maxX)
-                    maxX = x;
-                if (y > maxY)
-                    maxY = y;
-            }
-            // minX, minY and size are later used to transform coords into integers for z-order calculation
-            size = Math.max(maxX - minX, maxY - minY);
-        }
-        earcutLinked(outerNode, triangles, dim, minX, minY, size, 0);
-        return triangles;
-    }
-    Earcut.earcut = earcut;
-    var Node = /** @class */ (function () {
-        function Node(i, x, y) {
-            this.i = i;
-            this.x = x;
-            this.y = y;
-            this.prev = null;
-            this.next = null;
-            this.z = null;
-            this.prevZ = null;
-            this.nextZ = null;
-            this.steiner = false;
-        }
-        return Node;
-    }());
-    // create a circular doubly linked list from polygon points in the specified winding order
-    function linkedList(data, start, end, dim, clockwise) {
-        var i, last = null;
-        if (clockwise === (signedArea(data, start, end, dim) > 0)) {
-            for (i = start; i < end; i += dim)
-                last = insertNode(i, data[i], data[i + 1], last);
-        }
-        else {
-            for (i = end - dim; i >= start; i -= dim)
-                last = insertNode(i, data[i], data[i + 1], last);
-        }
-        if (last && equals(last, last.next)) {
-            removeNode(last);
-            last = last.next;
-        }
-        return last;
-    }
-    // eliminate colinear or duplicate points
-    function filterPoints(start, end) {
-        if (!start)
-            return start;
-        if (!end)
-            end = start;
-        var p = start, again;
-        do {
-            again = false;
-            if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
-                removeNode(p);
-                p = end = p.prev;
-                if (p === p.next)
-                    return undefined;
-                again = true;
-            }
-            else {
-                p = p.next;
-            }
-        } while (again || p !== end);
-        return end;
-    }
-    // main ear slicing loop which triangulates a polygon (given as a linked list)
-    function earcutLinked(ear, triangles, dim, minX, minY, size, pass) {
-        if (!ear)
-            return;
-        // interlink polygon nodes in z-order
-        if (!pass && size)
-            indexCurve(ear, minX, minY, size);
-        var stop = ear, prev, next;
-        // iterate through ears, slicing them one by one
-        while (ear.prev !== ear.next) {
-            prev = ear.prev;
-            next = ear.next;
-            if (size ? isEarHashed(ear, minX, minY, size) : isEar(ear)) {
-                // cut off the triangle
-                triangles.push(prev.i / dim);
-                triangles.push(ear.i / dim);
-                triangles.push(next.i / dim);
-                removeNode(ear);
-                // skipping the next vertice leads to less sliver triangles
-                ear = next.next;
-                stop = next.next;
-                continue;
-            }
-            ear = next;
-            // if we looped through the whole remaining polygon and can't find any more ears
-            if (ear === stop) {
-                // try filtering points and slicing again
-                if (!pass) {
-                    earcutLinked(filterPoints(ear, undefined), triangles, dim, minX, minY, size, 1);
-                    // if this didn't work, try curing all small self-intersections locally
-                }
-                else if (pass === 1) {
-                    ear = cureLocalIntersections(ear, triangles, dim);
-                    earcutLinked(ear, triangles, dim, minX, minY, size, 2);
-                    // as a last resort, try splitting the remaining polygon into two
-                }
-                else if (pass === 2) {
-                    splitEarcut(ear, triangles, dim, minX, minY, size);
-                }
-                break;
-            }
-        }
-    }
-    // check whether a polygon node forms a valid ear with adjacent nodes
-    function isEar(ear) {
-        var a = ear.prev, b = ear, c = ear.next;
-        if (area(a, b, c) >= 0)
-            return false; // reflex, can't be an ear
-        // now make sure we don't have other points inside the potential ear
-        var p = ear.next.next;
-        while (p !== ear.prev) {
-            if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
-                area(p.prev, p, p.next) >= 0)
-                return false;
-            p = p.next;
-        }
-        return true;
-    }
-    function isEarHashed(ear, minX, minY, size) {
-        var a = ear.prev, b = ear, c = ear.next;
-        if (area(a, b, c) >= 0)
-            return false; // reflex, can't be an ear
-        // triangle bbox; min & max are calculated like this for speed
-        var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x), minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y), maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x), maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);
-        // z-order range for the current triangle bbox;
-        var minZ = zOrder(minTX, minTY, minX, minY, size), maxZ = zOrder(maxTX, maxTY, minX, minY, size);
-        // first look for points inside the triangle in increasing z-order
-        var p = ear.nextZ;
-        while (p && p.z <= maxZ) {
-            if (p !== ear.prev &&
-                p !== ear.next &&
-                pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
-                area(p.prev, p, p.next) >= 0)
-                return false;
-            p = p.nextZ;
-        }
-        // then look for points in decreasing z-order
-        p = ear.prevZ;
-        while (p && p.z >= minZ) {
-            if (p !== ear.prev &&
-                p !== ear.next &&
-                pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
-                area(p.prev, p, p.next) >= 0)
-                return false;
-            p = p.prevZ;
-        }
-        return true;
-    }
-    // go through all polygon nodes and cure small local self-intersections
-    function cureLocalIntersections(start, triangles, dim) {
-        var p = start;
-        do {
-            var a = p.prev, b = p.next.next;
-            if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
-                triangles.push(a.i / dim);
-                triangles.push(p.i / dim);
-                triangles.push(b.i / dim);
-                // remove two nodes involved
-                removeNode(p);
-                removeNode(p.next);
-                p = start = b;
-            }
-            p = p.next;
-        } while (p !== start);
-        return p;
-    }
-    // try splitting polygon into two and triangulate them independently
-    function splitEarcut(start, triangles, dim, minX, minY, size) {
-        // look for a valid diagonal that divides the polygon into two
-        var a = start;
-        do {
-            var b = a.next.next;
-            while (b !== a.prev) {
-                if (a.i !== b.i && isValidDiagonal(a, b)) {
-                    // split the polygon in two by the diagonal
-                    var c = splitPolygon(a, b);
-                    // filter colinear points around the cuts
-                    a = filterPoints(a, a.next);
-                    c = filterPoints(c, c.next);
-                    // run earcut on each half
-                    earcutLinked(a, triangles, dim, minX, minY, size, undefined);
-                    earcutLinked(c, triangles, dim, minX, minY, size, undefined);
-                    return;
-                }
-                b = b.next;
-            }
-            a = a.next;
-        } while (a !== start);
-    }
-    // link every hole into the outer loop, producing a single-ring polygon without holes
-    function eliminateHoles(data, holeIndices, outerNode, dim) {
-        var queue = [], i, len, start, end, list;
-        for (i = 0, len = holeIndices.length; i < len; i++) {
-            start = holeIndices[i] * dim;
-            end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
-            list = linkedList(data, start, end, dim, false);
-            if (list === list.next)
-                list.steiner = true;
-            queue.push(getLeftmost(list));
-        }
-        queue.sort(compareX);
-        // process holes from left to right
-        for (i = 0; i < queue.length; i++) {
-            eliminateHole(queue[i], outerNode);
-            outerNode = filterPoints(outerNode, outerNode.next);
-        }
-        return outerNode;
-    }
-    function compareX(a, b) {
-        return a.x - b.x;
-    }
-    // find a bridge between vertices that connects hole with an outer ring and and link it
-    function eliminateHole(hole, outerNode) {
-        outerNode = findHoleBridge(hole, outerNode);
-        if (outerNode) {
-            var b = splitPolygon(outerNode, hole);
-            filterPoints(b, b.next);
-        }
-    }
-    // David Eberly's algorithm for finding a bridge between hole and outer polygon
-    function findHoleBridge(hole, outerNode) {
-        var p = outerNode, hx = hole.x, hy = hole.y, qx = -Infinity, m;
-        // find a segment intersected by a ray from the hole's leftmost point to the left;
-        // segment's endpoint with lesser x will be potential connection point
-        do {
-            if (hy <= p.y && hy >= p.next.y) {
-                var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
-                if (x <= hx && x > qx) {
-                    qx = x;
-                    if (x === hx) {
-                        if (hy === p.y)
-                            return p;
-                        if (hy === p.next.y)
-                            return p.next;
-                    }
-                    m = p.x < p.next.x ? p : p.next;
-                }
-            }
-            p = p.next;
-        } while (p !== outerNode);
-        if (!m)
-            return null;
-        if (hx === qx)
-            return m.prev; // hole touches outer segment; pick lower endpoint
-        // look for points inside the triangle of hole point, segment intersection and endpoint;
-        // if there are no points found, we have a valid connection;
-        // otherwise choose the point of the minimum angle with the ray as connection point
-        var stop = m, mx = m.x, my = m.y, tanMin = Infinity, tan;
-        p = m.next;
-        while (p !== stop) {
-            if (hx >= p.x &&
-                p.x >= mx &&
-                pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
-                tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
-                if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && locallyInside(p, hole)) {
-                    m = p;
-                    tanMin = tan;
-                }
-            }
-            p = p.next;
-        }
-        return m;
-    }
-    // interlink polygon nodes in z-order
-    function indexCurve(start, minX, minY, size) {
-        var p = start;
-        do {
-            if (p.z === null)
-                p.z = zOrder(p.x, p.y, minX, minY, size);
-            p.prevZ = p.prev;
-            p.nextZ = p.next;
-            p = p.next;
-        } while (p !== start);
-        p.prevZ.nextZ = null;
-        p.prevZ = null;
-        sortLinked(p);
-    }
-    // Simon Tatham's linked list merge sort algorithm
-    // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
-    function sortLinked(list) {
-        var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;
-        do {
-            p = list;
-            list = null;
-            tail = null;
-            numMerges = 0;
-            while (p) {
-                numMerges++;
-                q = p;
-                pSize = 0;
-                for (i = 0; i < inSize; i++) {
-                    pSize++;
-                    q = q.nextZ;
-                    if (!q)
-                        break;
-                }
-                qSize = inSize;
-                while (pSize > 0 || (qSize > 0 && q)) {
-                    if (pSize === 0) {
-                        e = q;
-                        q = q.nextZ;
-                        qSize--;
-                    }
-                    else if (qSize === 0 || !q) {
-                        e = p;
-                        p = p.nextZ;
-                        pSize--;
-                    }
-                    else if (p.z <= q.z) {
-                        e = p;
-                        p = p.nextZ;
-                        pSize--;
-                    }
-                    else {
-                        e = q;
-                        q = q.nextZ;
-                        qSize--;
-                    }
-                    if (tail)
-                        tail.nextZ = e;
-                    else
-                        list = e;
-                    e.prevZ = tail;
-                    tail = e;
-                }
-                p = q;
-            }
-            tail.nextZ = null;
-            inSize *= 2;
-        } while (numMerges > 1);
-        return list;
-    }
-    // z-order of a point given coords and size of the data bounding box
-    function zOrder(x, y, minX, minY, size) {
-        // coords are transformed into non-negative 15-bit integer range
-        x = 32767 * (x - minX) / size;
-        y = 32767 * (y - minY) / size;
-        x = (x | (x << 8)) & 0x00FF00FF;
-        x = (x | (x << 4)) & 0x0F0F0F0F;
-        x = (x | (x << 2)) & 0x33333333;
-        x = (x | (x << 1)) & 0x55555555;
-        y = (y | (y << 8)) & 0x00FF00FF;
-        y = (y | (y << 4)) & 0x0F0F0F0F;
-        y = (y | (y << 2)) & 0x33333333;
-        y = (y | (y << 1)) & 0x55555555;
-        return x | (y << 1);
-    }
-    // find the leftmost node of a polygon ring
-    function getLeftmost(start) {
-        var p = start, leftmost = start;
-        do {
-            if (p.x < leftmost.x)
-                leftmost = p;
-            p = p.next;
-        } while (p !== start);
-        return leftmost;
-    }
-    // check if a point lies within a convex triangle
-    function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
-        return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&
-            (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&
-            (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
-    }
-    // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
-    function isValidDiagonal(a, b) {
-        return a.next.i !== b.i &&
-            a.prev.i !== b.i &&
-            !intersectsPolygon(a, b) &&
-            locallyInside(a, b) &&
-            locallyInside(b, a) &&
-            middleInside(a, b);
-    }
-    // signed area of a triangle
-    function area(p, q, r) {
-        return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
-    }
-    // check if two points are equal
-    function equals(p1, p2) {
-        return p1.x === p2.x && p1.y === p2.y;
-    }
-    // check if two segments intersect
-    function intersects(p1, q1, p2, q2) {
-        if ((equals(p1, q1) && equals(p2, q2)) ||
-            (equals(p1, q2) && equals(p2, q1)))
-            return true;
-        return area(p1, q1, p2) > 0 !== area(p1, q1, q2) > 0 &&
-            area(p2, q2, p1) > 0 !== area(p2, q2, q1) > 0;
-    }
-    // check if a polygon diagonal intersects any polygon segments
-    function intersectsPolygon(a, b) {
-        var p = a;
-        do {
-            if (p.i !== a.i &&
-                p.next.i !== a.i &&
-                p.i !== b.i &&
-                p.next.i !== b.i &&
-                intersects(p, p.next, a, b))
-                return true;
-            p = p.next;
-        } while (p !== a);
-        return false;
-    }
-    // check if a polygon diagonal is locally inside the polygon
-    function locallyInside(a, b) {
-        return area(a.prev, a, a.next) < 0
-            ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0
-            : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
-    }
-    // check if the middle point of a polygon diagonal is inside the polygon
-    function middleInside(a, b) {
-        var p = a, inside = false, px = (a.x + b.x) / 2, py = (a.y + b.y) / 2;
-        do {
-            if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
-                inside = !inside;
-            p = p.next;
-        } while (p !== a);
-        return inside;
-    }
-    // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
-    // if one belongs to the outer ring and another to a hole, it merges it into a single ring
-    function splitPolygon(a, b) {
-        var a2 = new Node(a.i, a.x, a.y), b2 = new Node(b.i, b.x, b.y), an = a.next, bp = b.prev;
-        a.next = b;
-        b.prev = a;
-        a2.next = an;
-        an.prev = a2;
-        b2.next = a2;
-        a2.prev = b2;
-        bp.next = b2;
-        b2.prev = bp;
-        return b2;
-    }
-    // create a node and optionally link it with previous one (in a circular doubly linked list)
-    function insertNode(i, x, y, last) {
-        var p = new Node(i, x, y);
-        if (!last) {
-            p.prev = p;
-            p.next = p;
-        }
-        else {
-            p.next = last.next;
-            p.prev = last;
-            last.next.prev = p;
-            last.next = p;
-        }
-        return p;
-    }
-    function removeNode(p) {
-        p.next.prev = p.prev;
-        p.prev.next = p.next;
-        if (p.prevZ)
-            p.prevZ.nextZ = p.nextZ;
-        if (p.nextZ)
-            p.nextZ.prevZ = p.prevZ;
-    }
-    /**
-     * return a percentage difference between the polygon area and its triangulation area;
-     * used to verify correctness of triangulation
-     */
-    function deviation(data, holeIndices, dim, triangles) {
-        var hasHoles = holeIndices && holeIndices.length;
-        var outerLen = hasHoles ? holeIndices[0] * dim : data.length;
-        var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));
-        if (hasHoles) {
-            for (var i = 0, len = holeIndices.length; i < len; i++) {
-                var start = holeIndices[i] * dim;
-                var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
-                polygonArea -= Math.abs(signedArea(data, start, end, dim));
-            }
-        }
-        var trianglesArea = 0;
-        for (i = 0; i < triangles.length; i += 3) {
-            var a = triangles[i] * dim;
-            var b = triangles[i + 1] * dim;
-            var c = triangles[i + 2] * dim;
-            trianglesArea += Math.abs((data[a] - data[c]) * (data[b + 1] - data[a + 1]) -
-                (data[a] - data[b]) * (data[c + 1] - data[a + 1]));
-        }
-        return polygonArea === 0 && trianglesArea === 0 ? 0 : Math.abs((trianglesArea - polygonArea) / polygonArea);
-    }
-    Earcut.deviation = deviation;
-    ;
-    function signedArea(data, start, end, dim) {
-        var sum = 0;
-        for (var i = start, j = end - dim; i < end; i += dim) {
-            sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
-            j = i;
-        }
-        return sum;
-    }
-    /**
-     *  turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts
-     */
-    function flatten(data) {
-        var dim = data[0][0].length, result = { vertices: new Array(), holes: new Array(), dimensions: dim }, holeIndex = 0;
-        for (var i = 0; i < data.length; i++) {
-            for (var j = 0; j < data[i].length; j++) {
-                for (var d = 0; d < dim; d++)
-                    result.vertices.push(data[i][j][d]);
-            }
-            if (i > 0) {
-                holeIndex += data[i - 1].length;
-                result.holes.push(holeIndex);
-            }
-        }
-        return result;
-    }
-    Earcut.flatten = flatten;
-    ;
-})(Earcut || (Earcut = {}));
-
-//# sourceMappingURL=babylon.earcut.js.map
-
-"use strict";
 
 var BABYLON;
 (function (BABYLON) {
@@ -76961,6 +76404,9 @@ var BABYLON;
             this._addToepoint(points);
             this._points.add(points);
             this._outlinepoints.add(points);
+            if (typeof earcut === 'undefined') {
+                BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
+            }
         }
         PolygonMeshBuilder.prototype._addToepoint = function (points) {
             for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
@@ -76992,7 +76438,7 @@ var BABYLON;
                 uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
             });
             var indices = new Array();
-            var res = Earcut.earcut(this._epoints, this._eholes, 2);
+            var res = earcut(this._epoints, this._eholes, 2);
             for (var i = 0; i < res.length; i++) {
                 indices.push(res[i]);
             }
@@ -93487,5 +92933,11 @@ BABYLON.Effect.IncludesShadersStore={"depthPrePass":"#ifdef DEPTHPREPASS\ngl_Fra
     
 var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
 globalObject["BABYLON"] = BABYLON
+//backwards compatibility
+if(typeof earcut !== 'undefined') {
+    globalObject["Earcut"] = {
+        earcut: earcut
+    };
+}
     return BABYLON;
 });

ファイルの差分が大きいため隠しています
+ 53 - 53
dist/preview release/babylon.worker.js


+ 4 - 563
dist/preview release/es6.js

@@ -76258,568 +76258,6 @@ var BABYLON;
 //# sourceMappingURL=babylon.hdrCubeTexture.js.map
 
 "use strict";
-// All the credit goes to this project and the guy who's behind it https://github.com/mapbox/earcut
-// Huge respect for a such great lib. 
-// Earcut license:
-// Copyright (c) 2016, Mapbox
-// 
-// Permission to use, copy, modify, and/or distribute this software for any purpose
-// with or without fee is hereby granted, provided that the above copyright notice
-// and this permission notice appear in all copies.
-// 
-// THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
-// REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
-// FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
-// INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
-// OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
-// TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
-// THIS SOFTWARE.
-var Earcut;
-(function (Earcut) {
-    /**
-     * The fastest and smallest JavaScript polygon triangulation library for your WebGL apps
-     * @param data is a flat array of vertice coordinates like [x0, y0, x1, y1, x2, y2, ...].
-     * @param holeIndices is an array of hole indices if any (e.g. [5, 8] for a 12- vertice input would mean one hole with vertices 5–7 and another with 8–11).
-     * @param dim is the number of coordinates per vertice in the input array (2 by default).
-     */
-    function earcut(data, holeIndices, dim) {
-        dim = dim || 2;
-        var hasHoles = holeIndices && holeIndices.length, outerLen = hasHoles ? holeIndices[0] * dim : data.length, outerNode = linkedList(data, 0, outerLen, dim, true), triangles = new Array();
-        if (!outerNode)
-            return triangles;
-        var minX = 0, minY = 0, maxX, maxY, x, y, size = 0;
-        if (hasHoles)
-            outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
-        // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
-        if (data.length > 80 * dim) {
-            minX = maxX = data[0];
-            minY = maxY = data[1];
-            for (var i = dim; i < outerLen; i += dim) {
-                x = data[i];
-                y = data[i + 1];
-                if (x < minX)
-                    minX = x;
-                if (y < minY)
-                    minY = y;
-                if (x > maxX)
-                    maxX = x;
-                if (y > maxY)
-                    maxY = y;
-            }
-            // minX, minY and size are later used to transform coords into integers for z-order calculation
-            size = Math.max(maxX - minX, maxY - minY);
-        }
-        earcutLinked(outerNode, triangles, dim, minX, minY, size, 0);
-        return triangles;
-    }
-    Earcut.earcut = earcut;
-    var Node = /** @class */ (function () {
-        function Node(i, x, y) {
-            this.i = i;
-            this.x = x;
-            this.y = y;
-            this.prev = null;
-            this.next = null;
-            this.z = null;
-            this.prevZ = null;
-            this.nextZ = null;
-            this.steiner = false;
-        }
-        return Node;
-    }());
-    // create a circular doubly linked list from polygon points in the specified winding order
-    function linkedList(data, start, end, dim, clockwise) {
-        var i, last = null;
-        if (clockwise === (signedArea(data, start, end, dim) > 0)) {
-            for (i = start; i < end; i += dim)
-                last = insertNode(i, data[i], data[i + 1], last);
-        }
-        else {
-            for (i = end - dim; i >= start; i -= dim)
-                last = insertNode(i, data[i], data[i + 1], last);
-        }
-        if (last && equals(last, last.next)) {
-            removeNode(last);
-            last = last.next;
-        }
-        return last;
-    }
-    // eliminate colinear or duplicate points
-    function filterPoints(start, end) {
-        if (!start)
-            return start;
-        if (!end)
-            end = start;
-        var p = start, again;
-        do {
-            again = false;
-            if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
-                removeNode(p);
-                p = end = p.prev;
-                if (p === p.next)
-                    return undefined;
-                again = true;
-            }
-            else {
-                p = p.next;
-            }
-        } while (again || p !== end);
-        return end;
-    }
-    // main ear slicing loop which triangulates a polygon (given as a linked list)
-    function earcutLinked(ear, triangles, dim, minX, minY, size, pass) {
-        if (!ear)
-            return;
-        // interlink polygon nodes in z-order
-        if (!pass && size)
-            indexCurve(ear, minX, minY, size);
-        var stop = ear, prev, next;
-        // iterate through ears, slicing them one by one
-        while (ear.prev !== ear.next) {
-            prev = ear.prev;
-            next = ear.next;
-            if (size ? isEarHashed(ear, minX, minY, size) : isEar(ear)) {
-                // cut off the triangle
-                triangles.push(prev.i / dim);
-                triangles.push(ear.i / dim);
-                triangles.push(next.i / dim);
-                removeNode(ear);
-                // skipping the next vertice leads to less sliver triangles
-                ear = next.next;
-                stop = next.next;
-                continue;
-            }
-            ear = next;
-            // if we looped through the whole remaining polygon and can't find any more ears
-            if (ear === stop) {
-                // try filtering points and slicing again
-                if (!pass) {
-                    earcutLinked(filterPoints(ear, undefined), triangles, dim, minX, minY, size, 1);
-                    // if this didn't work, try curing all small self-intersections locally
-                }
-                else if (pass === 1) {
-                    ear = cureLocalIntersections(ear, triangles, dim);
-                    earcutLinked(ear, triangles, dim, minX, minY, size, 2);
-                    // as a last resort, try splitting the remaining polygon into two
-                }
-                else if (pass === 2) {
-                    splitEarcut(ear, triangles, dim, minX, minY, size);
-                }
-                break;
-            }
-        }
-    }
-    // check whether a polygon node forms a valid ear with adjacent nodes
-    function isEar(ear) {
-        var a = ear.prev, b = ear, c = ear.next;
-        if (area(a, b, c) >= 0)
-            return false; // reflex, can't be an ear
-        // now make sure we don't have other points inside the potential ear
-        var p = ear.next.next;
-        while (p !== ear.prev) {
-            if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
-                area(p.prev, p, p.next) >= 0)
-                return false;
-            p = p.next;
-        }
-        return true;
-    }
-    function isEarHashed(ear, minX, minY, size) {
-        var a = ear.prev, b = ear, c = ear.next;
-        if (area(a, b, c) >= 0)
-            return false; // reflex, can't be an ear
-        // triangle bbox; min & max are calculated like this for speed
-        var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x), minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y), maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x), maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);
-        // z-order range for the current triangle bbox;
-        var minZ = zOrder(minTX, minTY, minX, minY, size), maxZ = zOrder(maxTX, maxTY, minX, minY, size);
-        // first look for points inside the triangle in increasing z-order
-        var p = ear.nextZ;
-        while (p && p.z <= maxZ) {
-            if (p !== ear.prev &&
-                p !== ear.next &&
-                pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
-                area(p.prev, p, p.next) >= 0)
-                return false;
-            p = p.nextZ;
-        }
-        // then look for points in decreasing z-order
-        p = ear.prevZ;
-        while (p && p.z >= minZ) {
-            if (p !== ear.prev &&
-                p !== ear.next &&
-                pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
-                area(p.prev, p, p.next) >= 0)
-                return false;
-            p = p.prevZ;
-        }
-        return true;
-    }
-    // go through all polygon nodes and cure small local self-intersections
-    function cureLocalIntersections(start, triangles, dim) {
-        var p = start;
-        do {
-            var a = p.prev, b = p.next.next;
-            if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
-                triangles.push(a.i / dim);
-                triangles.push(p.i / dim);
-                triangles.push(b.i / dim);
-                // remove two nodes involved
-                removeNode(p);
-                removeNode(p.next);
-                p = start = b;
-            }
-            p = p.next;
-        } while (p !== start);
-        return p;
-    }
-    // try splitting polygon into two and triangulate them independently
-    function splitEarcut(start, triangles, dim, minX, minY, size) {
-        // look for a valid diagonal that divides the polygon into two
-        var a = start;
-        do {
-            var b = a.next.next;
-            while (b !== a.prev) {
-                if (a.i !== b.i && isValidDiagonal(a, b)) {
-                    // split the polygon in two by the diagonal
-                    var c = splitPolygon(a, b);
-                    // filter colinear points around the cuts
-                    a = filterPoints(a, a.next);
-                    c = filterPoints(c, c.next);
-                    // run earcut on each half
-                    earcutLinked(a, triangles, dim, minX, minY, size, undefined);
-                    earcutLinked(c, triangles, dim, minX, minY, size, undefined);
-                    return;
-                }
-                b = b.next;
-            }
-            a = a.next;
-        } while (a !== start);
-    }
-    // link every hole into the outer loop, producing a single-ring polygon without holes
-    function eliminateHoles(data, holeIndices, outerNode, dim) {
-        var queue = [], i, len, start, end, list;
-        for (i = 0, len = holeIndices.length; i < len; i++) {
-            start = holeIndices[i] * dim;
-            end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
-            list = linkedList(data, start, end, dim, false);
-            if (list === list.next)
-                list.steiner = true;
-            queue.push(getLeftmost(list));
-        }
-        queue.sort(compareX);
-        // process holes from left to right
-        for (i = 0; i < queue.length; i++) {
-            eliminateHole(queue[i], outerNode);
-            outerNode = filterPoints(outerNode, outerNode.next);
-        }
-        return outerNode;
-    }
-    function compareX(a, b) {
-        return a.x - b.x;
-    }
-    // find a bridge between vertices that connects hole with an outer ring and and link it
-    function eliminateHole(hole, outerNode) {
-        outerNode = findHoleBridge(hole, outerNode);
-        if (outerNode) {
-            var b = splitPolygon(outerNode, hole);
-            filterPoints(b, b.next);
-        }
-    }
-    // David Eberly's algorithm for finding a bridge between hole and outer polygon
-    function findHoleBridge(hole, outerNode) {
-        var p = outerNode, hx = hole.x, hy = hole.y, qx = -Infinity, m;
-        // find a segment intersected by a ray from the hole's leftmost point to the left;
-        // segment's endpoint with lesser x will be potential connection point
-        do {
-            if (hy <= p.y && hy >= p.next.y) {
-                var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
-                if (x <= hx && x > qx) {
-                    qx = x;
-                    if (x === hx) {
-                        if (hy === p.y)
-                            return p;
-                        if (hy === p.next.y)
-                            return p.next;
-                    }
-                    m = p.x < p.next.x ? p : p.next;
-                }
-            }
-            p = p.next;
-        } while (p !== outerNode);
-        if (!m)
-            return null;
-        if (hx === qx)
-            return m.prev; // hole touches outer segment; pick lower endpoint
-        // look for points inside the triangle of hole point, segment intersection and endpoint;
-        // if there are no points found, we have a valid connection;
-        // otherwise choose the point of the minimum angle with the ray as connection point
-        var stop = m, mx = m.x, my = m.y, tanMin = Infinity, tan;
-        p = m.next;
-        while (p !== stop) {
-            if (hx >= p.x &&
-                p.x >= mx &&
-                pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
-                tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
-                if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && locallyInside(p, hole)) {
-                    m = p;
-                    tanMin = tan;
-                }
-            }
-            p = p.next;
-        }
-        return m;
-    }
-    // interlink polygon nodes in z-order
-    function indexCurve(start, minX, minY, size) {
-        var p = start;
-        do {
-            if (p.z === null)
-                p.z = zOrder(p.x, p.y, minX, minY, size);
-            p.prevZ = p.prev;
-            p.nextZ = p.next;
-            p = p.next;
-        } while (p !== start);
-        p.prevZ.nextZ = null;
-        p.prevZ = null;
-        sortLinked(p);
-    }
-    // Simon Tatham's linked list merge sort algorithm
-    // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
-    function sortLinked(list) {
-        var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;
-        do {
-            p = list;
-            list = null;
-            tail = null;
-            numMerges = 0;
-            while (p) {
-                numMerges++;
-                q = p;
-                pSize = 0;
-                for (i = 0; i < inSize; i++) {
-                    pSize++;
-                    q = q.nextZ;
-                    if (!q)
-                        break;
-                }
-                qSize = inSize;
-                while (pSize > 0 || (qSize > 0 && q)) {
-                    if (pSize === 0) {
-                        e = q;
-                        q = q.nextZ;
-                        qSize--;
-                    }
-                    else if (qSize === 0 || !q) {
-                        e = p;
-                        p = p.nextZ;
-                        pSize--;
-                    }
-                    else if (p.z <= q.z) {
-                        e = p;
-                        p = p.nextZ;
-                        pSize--;
-                    }
-                    else {
-                        e = q;
-                        q = q.nextZ;
-                        qSize--;
-                    }
-                    if (tail)
-                        tail.nextZ = e;
-                    else
-                        list = e;
-                    e.prevZ = tail;
-                    tail = e;
-                }
-                p = q;
-            }
-            tail.nextZ = null;
-            inSize *= 2;
-        } while (numMerges > 1);
-        return list;
-    }
-    // z-order of a point given coords and size of the data bounding box
-    function zOrder(x, y, minX, minY, size) {
-        // coords are transformed into non-negative 15-bit integer range
-        x = 32767 * (x - minX) / size;
-        y = 32767 * (y - minY) / size;
-        x = (x | (x << 8)) & 0x00FF00FF;
-        x = (x | (x << 4)) & 0x0F0F0F0F;
-        x = (x | (x << 2)) & 0x33333333;
-        x = (x | (x << 1)) & 0x55555555;
-        y = (y | (y << 8)) & 0x00FF00FF;
-        y = (y | (y << 4)) & 0x0F0F0F0F;
-        y = (y | (y << 2)) & 0x33333333;
-        y = (y | (y << 1)) & 0x55555555;
-        return x | (y << 1);
-    }
-    // find the leftmost node of a polygon ring
-    function getLeftmost(start) {
-        var p = start, leftmost = start;
-        do {
-            if (p.x < leftmost.x)
-                leftmost = p;
-            p = p.next;
-        } while (p !== start);
-        return leftmost;
-    }
-    // check if a point lies within a convex triangle
-    function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
-        return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&
-            (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&
-            (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
-    }
-    // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
-    function isValidDiagonal(a, b) {
-        return a.next.i !== b.i &&
-            a.prev.i !== b.i &&
-            !intersectsPolygon(a, b) &&
-            locallyInside(a, b) &&
-            locallyInside(b, a) &&
-            middleInside(a, b);
-    }
-    // signed area of a triangle
-    function area(p, q, r) {
-        return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
-    }
-    // check if two points are equal
-    function equals(p1, p2) {
-        return p1.x === p2.x && p1.y === p2.y;
-    }
-    // check if two segments intersect
-    function intersects(p1, q1, p2, q2) {
-        if ((equals(p1, q1) && equals(p2, q2)) ||
-            (equals(p1, q2) && equals(p2, q1)))
-            return true;
-        return area(p1, q1, p2) > 0 !== area(p1, q1, q2) > 0 &&
-            area(p2, q2, p1) > 0 !== area(p2, q2, q1) > 0;
-    }
-    // check if a polygon diagonal intersects any polygon segments
-    function intersectsPolygon(a, b) {
-        var p = a;
-        do {
-            if (p.i !== a.i &&
-                p.next.i !== a.i &&
-                p.i !== b.i &&
-                p.next.i !== b.i &&
-                intersects(p, p.next, a, b))
-                return true;
-            p = p.next;
-        } while (p !== a);
-        return false;
-    }
-    // check if a polygon diagonal is locally inside the polygon
-    function locallyInside(a, b) {
-        return area(a.prev, a, a.next) < 0
-            ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0
-            : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
-    }
-    // check if the middle point of a polygon diagonal is inside the polygon
-    function middleInside(a, b) {
-        var p = a, inside = false, px = (a.x + b.x) / 2, py = (a.y + b.y) / 2;
-        do {
-            if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
-                inside = !inside;
-            p = p.next;
-        } while (p !== a);
-        return inside;
-    }
-    // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
-    // if one belongs to the outer ring and another to a hole, it merges it into a single ring
-    function splitPolygon(a, b) {
-        var a2 = new Node(a.i, a.x, a.y), b2 = new Node(b.i, b.x, b.y), an = a.next, bp = b.prev;
-        a.next = b;
-        b.prev = a;
-        a2.next = an;
-        an.prev = a2;
-        b2.next = a2;
-        a2.prev = b2;
-        bp.next = b2;
-        b2.prev = bp;
-        return b2;
-    }
-    // create a node and optionally link it with previous one (in a circular doubly linked list)
-    function insertNode(i, x, y, last) {
-        var p = new Node(i, x, y);
-        if (!last) {
-            p.prev = p;
-            p.next = p;
-        }
-        else {
-            p.next = last.next;
-            p.prev = last;
-            last.next.prev = p;
-            last.next = p;
-        }
-        return p;
-    }
-    function removeNode(p) {
-        p.next.prev = p.prev;
-        p.prev.next = p.next;
-        if (p.prevZ)
-            p.prevZ.nextZ = p.nextZ;
-        if (p.nextZ)
-            p.nextZ.prevZ = p.prevZ;
-    }
-    /**
-     * return a percentage difference between the polygon area and its triangulation area;
-     * used to verify correctness of triangulation
-     */
-    function deviation(data, holeIndices, dim, triangles) {
-        var hasHoles = holeIndices && holeIndices.length;
-        var outerLen = hasHoles ? holeIndices[0] * dim : data.length;
-        var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));
-        if (hasHoles) {
-            for (var i = 0, len = holeIndices.length; i < len; i++) {
-                var start = holeIndices[i] * dim;
-                var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
-                polygonArea -= Math.abs(signedArea(data, start, end, dim));
-            }
-        }
-        var trianglesArea = 0;
-        for (i = 0; i < triangles.length; i += 3) {
-            var a = triangles[i] * dim;
-            var b = triangles[i + 1] * dim;
-            var c = triangles[i + 2] * dim;
-            trianglesArea += Math.abs((data[a] - data[c]) * (data[b + 1] - data[a + 1]) -
-                (data[a] - data[b]) * (data[c + 1] - data[a + 1]));
-        }
-        return polygonArea === 0 && trianglesArea === 0 ? 0 : Math.abs((trianglesArea - polygonArea) / polygonArea);
-    }
-    Earcut.deviation = deviation;
-    ;
-    function signedArea(data, start, end, dim) {
-        var sum = 0;
-        for (var i = start, j = end - dim; i < end; i += dim) {
-            sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
-            j = i;
-        }
-        return sum;
-    }
-    /**
-     *  turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts
-     */
-    function flatten(data) {
-        var dim = data[0][0].length, result = { vertices: new Array(), holes: new Array(), dimensions: dim }, holeIndex = 0;
-        for (var i = 0; i < data.length; i++) {
-            for (var j = 0; j < data[i].length; j++) {
-                for (var d = 0; d < dim; d++)
-                    result.vertices.push(data[i][j][d]);
-            }
-            if (i > 0) {
-                holeIndex += data[i - 1].length;
-                result.holes.push(holeIndex);
-            }
-        }
-        return result;
-    }
-    Earcut.flatten = flatten;
-    ;
-})(Earcut || (Earcut = {}));
-
-//# sourceMappingURL=babylon.earcut.js.map
-
-"use strict";
 
 var BABYLON;
 (function (BABYLON) {
@@ -76933,6 +76371,9 @@ var BABYLON;
             this._addToepoint(points);
             this._points.add(points);
             this._outlinepoints.add(points);
+            if (typeof earcut === 'undefined') {
+                BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
+            }
         }
         PolygonMeshBuilder.prototype._addToepoint = function (points) {
             for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
@@ -76964,7 +76405,7 @@ var BABYLON;
                 uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
             });
             var indices = new Array();
-            var res = Earcut.earcut(this._epoints, this._eholes, 2);
+            var res = earcut(this._epoints, this._eholes, 2);
             for (var i = 0; i < res.length; i++) {
                 indices.push(res[i]);
             }

+ 6 - 0
dist/preview release/gui/babylon.gui.js

@@ -5129,5 +5129,11 @@ var BABYLON;
 })(BABYLON || (BABYLON = {}));
 
     
+//backwards compatibility
+if(typeof earcut !== 'undefined') {
+    globalObject["Earcut"] = {
+        earcut: earcut
+    };
+}
     return BABYLON.GUI;
 });

ファイルの差分が大きいため隠しています
+ 1 - 1
dist/preview release/gui/babylon.gui.min.js


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+ 2 - 2
dist/preview release/inspector/babylon.inspector.bundle.js


+ 6 - 0
dist/preview release/loaders/babylonjs.loaders.js

@@ -5571,5 +5571,11 @@ var BABYLON;
 //# sourceMappingURL=KHR_lights.js.map
 
     
+//backwards compatibility
+if(typeof earcut !== 'undefined') {
+    globalObject["Earcut"] = {
+        earcut: earcut
+    };
+}
     return BABYLON;
 });

ファイルの差分が大きいため隠しています
+ 1 - 1
dist/preview release/loaders/babylonjs.loaders.min.js


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+ 6 - 0
dist/preview release/materialsLibrary/babylonjs.materials.js


ファイルの差分が大きいため隠しています
+ 1 - 1
dist/preview release/materialsLibrary/babylonjs.materials.min.js


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+ 6 - 0
dist/preview release/postProcessesLibrary/babylonjs.postProcess.js


ファイルの差分が大きいため隠しています
+ 1 - 1
dist/preview release/postProcessesLibrary/babylonjs.postProcess.min.js


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+ 6 - 0
dist/preview release/proceduralTexturesLibrary/babylonjs.proceduralTextures.js


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+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylonjs.proceduralTextures.min.js


+ 6 - 0
dist/preview release/serializers/babylonjs.serializers.js

@@ -1798,5 +1798,11 @@ var BABYLON;
 //# sourceMappingURL=babylon.glTFMaterial.js.map
 
     
+//backwards compatibility
+if(typeof earcut !== 'undefined') {
+    globalObject["Earcut"] = {
+        earcut: earcut
+    };
+}
     return BABYLON;
 });

ファイルの差分が大きいため隠しています
+ 1 - 1
dist/preview release/serializers/babylonjs.serializers.min.js


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+ 60 - 60
dist/preview release/viewer/babylon.viewer.js


ファイルの差分が大きいため隠しています
+ 58 - 593
dist/preview release/viewer/babylon.viewer.max.js