David Catuhe 8 年之前
父节点
当前提交
9998956658
共有 26 个文件被更改,包括 25049 次插入25049 次删除
  1. 5674 5674
      dist/preview release/babylon.d.ts
  2. 43 43
      dist/preview release/babylon.js
  3. 1 1
      dist/preview release/babylon.max.js
  4. 5674 5674
      dist/preview release/babylon.module.d.ts
  5. 44 44
      dist/preview release/babylon.worker.js
  6. 6633 6633
      dist/preview release/customConfigurations/minimalGLTFViewer/babylon.d.ts
  7. 46 46
      dist/preview release/customConfigurations/minimalGLTFViewer/babylon.js
  8. 1 1
      dist/preview release/customConfigurations/minimalGLTFViewer/babylon.max.js
  9. 6633 6633
      dist/preview release/customConfigurations/minimalGLTFViewer/babylon.module.d.ts
  10. 3 3
      dist/preview release/gui/babylon.gui.min.js
  11. 263 263
      dist/preview release/inspector/babylon.inspector.bundle.js
  12. 3 3
      dist/preview release/inspector/babylon.inspector.min.js
  13. 2 2
      dist/preview release/loaders/babylon.glTF1FileLoader.min.js
  14. 1 1
      dist/preview release/loaders/babylon.glTF2FileLoader.min.js
  15. 2 2
      dist/preview release/loaders/babylon.glTFFileLoader.min.js
  16. 6 6
      dist/preview release/loaders/babylon.objFileLoader.js
  17. 1 1
      dist/preview release/loaders/babylon.objFileLoader.min.js
  18. 6 6
      dist/preview release/loaders/babylonjs.loaders.js
  19. 3 3
      dist/preview release/loaders/babylonjs.loaders.min.js
  20. 1 1
      dist/preview release/materialsLibrary/babylon.customMaterial.min.js
  21. 1 1
      dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.min.js
  22. 1 1
      dist/preview release/materialsLibrary/babylon.waterMaterial.min.js
  23. 4 4
      dist/preview release/materialsLibrary/babylonjs.materials.min.js
  24. 1 1
      dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.min.js
  25. 1 1
      dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js
  26. 1 1
      dist/preview release/postProcessesLibrary/babylonjs.postProcess.min.js

文件差异内容过多而无法显示
+ 5674 - 5674
dist/preview release/babylon.d.ts


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+ 43 - 43
dist/preview release/babylon.js


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

@@ -17785,7 +17785,7 @@ var BABYLON;
             };
             this._onPointerUp = function (evt) {
                 if (!_this._isButtonPressed) {
-                    return;
+                    return; // So we need to test it the pointer down was pressed before.
                 }
                 _this._isButtonPressed = false;
                 _this._pickedUpMesh = null;

文件差异内容过多而无法显示
+ 5674 - 5674
dist/preview release/babylon.module.d.ts


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+ 44 - 44
dist/preview release/babylon.worker.js


文件差异内容过多而无法显示
+ 6633 - 6633
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.d.ts


文件差异内容过多而无法显示
+ 46 - 46
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.js


+ 1 - 1
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.max.js

@@ -17785,7 +17785,7 @@ var BABYLON;
             };
             this._onPointerUp = function (evt) {
                 if (!_this._isButtonPressed) {
-                    return;
+                    return; // So we need to test it the pointer down was pressed before.
                 }
                 _this._isButtonPressed = false;
                 _this._pickedUpMesh = null;

文件差异内容过多而无法显示
+ 6633 - 6633
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.module.d.ts


文件差异内容过多而无法显示
+ 3 - 3
dist/preview release/gui/babylon.gui.min.js


文件差异内容过多而无法显示
+ 263 - 263
dist/preview release/inspector/babylon.inspector.bundle.js


文件差异内容过多而无法显示
+ 3 - 3
dist/preview release/inspector/babylon.inspector.min.js


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+ 2 - 2
dist/preview release/loaders/babylon.glTF1FileLoader.min.js


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+ 1 - 1
dist/preview release/loaders/babylon.glTF2FileLoader.min.js


文件差异内容过多而无法显示
+ 2 - 2
dist/preview release/loaders/babylon.glTFFileLoader.min.js


+ 6 - 6
dist/preview release/loaders/babylon.objFileLoader.js

@@ -55,7 +55,7 @@ var BABYLON;
                     else if (key === "kd") {
                         // Diffuse color (color under white light) using RGB values
                         //value  = "r g b"
-                        color = value.split(delimiter_pattern, 3);
+                        color = value.split(delimiter_pattern, 3).map(parseFloat);
                         //color = [r,g,b]
                         //Set tghe color into the material
                         material.diffuseColor = BABYLON.Color3.FromArray(color);
@@ -63,7 +63,7 @@ var BABYLON;
                     else if (key === "ka") {
                         // Ambient color (color under shadow) using RGB values
                         //value = "r g b"
-                        color = value.split(delimiter_pattern, 3);
+                        color = value.split(delimiter_pattern, 3).map(parseFloat);
                         //color = [r,g,b]
                         //Set tghe color into the material
                         material.ambientColor = BABYLON.Color3.FromArray(color);
@@ -71,23 +71,23 @@ var BABYLON;
                     else if (key === "ks") {
                         // Specular color (color when light is reflected from shiny surface) using RGB values
                         //value = "r g b"
-                        color = value.split(delimiter_pattern, 3);
+                        color = value.split(delimiter_pattern, 3).map(parseFloat);
                         //color = [r,g,b]
                         //Set the color into the material
                         material.specularColor = BABYLON.Color3.FromArray(color);
                     }
                     else if (key === "ke") {
                         // Emissive color using RGB values
-                        color = value.split(delimiter_pattern, 3);
+                        color = value.split(delimiter_pattern, 3).map(parseFloat);
                         material.emissiveColor = BABYLON.Color3.FromArray(color);
                     }
                     else if (key === "ns") {
                         //value = "Integer"
-                        material.specularPower = value;
+                        material.specularPower = parseFloat(value);
                     }
                     else if (key === "d") {
                         //d is dissolve for current material. It mean alpha for BABYLON
-                        material.alpha = value;
+                        material.alpha = parseFloat(value);
                         //Texture
                         //This part can be improved by adding the possible options of texture
                     }

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+ 1 - 1
dist/preview release/loaders/babylon.objFileLoader.min.js


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

@@ -237,7 +237,7 @@ var BABYLON;
                     else if (key === "kd") {
                         // Diffuse color (color under white light) using RGB values
                         //value  = "r g b"
-                        color = value.split(delimiter_pattern, 3);
+                        color = value.split(delimiter_pattern, 3).map(parseFloat);
                         //color = [r,g,b]
                         //Set tghe color into the material
                         material.diffuseColor = BABYLON.Color3.FromArray(color);
@@ -245,7 +245,7 @@ var BABYLON;
                     else if (key === "ka") {
                         // Ambient color (color under shadow) using RGB values
                         //value = "r g b"
-                        color = value.split(delimiter_pattern, 3);
+                        color = value.split(delimiter_pattern, 3).map(parseFloat);
                         //color = [r,g,b]
                         //Set tghe color into the material
                         material.ambientColor = BABYLON.Color3.FromArray(color);
@@ -253,23 +253,23 @@ var BABYLON;
                     else if (key === "ks") {
                         // Specular color (color when light is reflected from shiny surface) using RGB values
                         //value = "r g b"
-                        color = value.split(delimiter_pattern, 3);
+                        color = value.split(delimiter_pattern, 3).map(parseFloat);
                         //color = [r,g,b]
                         //Set the color into the material
                         material.specularColor = BABYLON.Color3.FromArray(color);
                     }
                     else if (key === "ke") {
                         // Emissive color using RGB values
-                        color = value.split(delimiter_pattern, 3);
+                        color = value.split(delimiter_pattern, 3).map(parseFloat);
                         material.emissiveColor = BABYLON.Color3.FromArray(color);
                     }
                     else if (key === "ns") {
                         //value = "Integer"
-                        material.specularPower = value;
+                        material.specularPower = parseFloat(value);
                     }
                     else if (key === "d") {
                         //d is dissolve for current material. It mean alpha for BABYLON
-                        material.alpha = value;
+                        material.alpha = parseFloat(value);
                         //Texture
                         //This part can be improved by adding the possible options of texture
                     }

文件差异内容过多而无法显示
+ 3 - 3
dist/preview release/loaders/babylonjs.loaders.min.js


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+ 1 - 1
dist/preview release/materialsLibrary/babylon.customMaterial.min.js


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+ 1 - 1
dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.min.js


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+ 1 - 1
dist/preview release/materialsLibrary/babylon.waterMaterial.min.js


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+ 4 - 4
dist/preview release/materialsLibrary/babylonjs.materials.min.js


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+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.min.js


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+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js


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+ 1 - 1
dist/preview release/postProcessesLibrary/babylonjs.postProcess.min.js