David Catuhe 7 vuotta sitten
vanhempi
commit
9ce54dba85

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 1 - 1
dist/preview release/babylon.js


+ 62 - 64
dist/preview release/babylon.max.js

@@ -18325,71 +18325,69 @@ var BABYLON;
 
 //# sourceMappingURL=babylon.node.js.map
 
-var BABYLON;
-(function (BABYLON) {
-    var BoundingSphere = /** @class */ (function () {
-        /**
-         * Creates a new bounding sphere
-         * @param min defines the minimum vector (in local space)
-         * @param max defines the maximum vector (in local space)
-         */
-        function BoundingSphere(min, max) {
-            this._tempRadiusVector = BABYLON.Vector3.Zero();
-            this.reConstruct(min, max);
-        }
-        /**
-         * Recreates the entire bounding sphere from scratch
-         * @param min defines the new minimum vector (in local space)
-         * @param max defines the new maximum vector (in local space)
-         */
-        BoundingSphere.prototype.reConstruct = function (min, max) {
-            this.minimum = min.clone();
-            this.maximum = max.clone();
-            var distance = BABYLON.Vector3.Distance(min, max);
-            this.center = BABYLON.Vector3.Lerp(min, max, 0.5);
-            this.radius = distance * 0.5;
-            this.centerWorld = BABYLON.Vector3.Zero();
-            this._update(BABYLON.Matrix.Identity());
-        };
-        // Methods
-        BoundingSphere.prototype._update = function (world) {
-            BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
-            BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
-            this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
-        };
-        BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
-            for (var i = 0; i < 6; i++) {
-                if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
-                    return false;
-            }
-            return true;
-        };
-        BoundingSphere.prototype.intersectsPoint = function (point) {
-            var x = this.centerWorld.x - point.x;
-            var y = this.centerWorld.y - point.y;
-            var z = this.centerWorld.z - point.z;
-            var distance = Math.sqrt((x * x) + (y * y) + (z * z));
-            if (Math.abs(this.radiusWorld - distance) < BABYLON.Epsilon)
-                return false;
-            return true;
-        };
-        // Statics
-        BoundingSphere.Intersects = function (sphere0, sphere1) {
-            var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
-            var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
-            var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
-            var distance = Math.sqrt((x * x) + (y * y) + (z * z));
-            if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
-                return false;
-            return true;
-        };
-        return BoundingSphere;
-    }());
-    BABYLON.BoundingSphere = BoundingSphere;
-})(BABYLON || (BABYLON = {}));
-
+var BABYLON;
+(function (BABYLON) {
+    var BoundingSphere = /** @class */ (function () {
+        /**
+         * Creates a new bounding sphere
+         * @param min defines the minimum vector (in local space)
+         * @param max defines the maximum vector (in local space)
+         */
+        function BoundingSphere(min, max) {
+            this._tempRadiusVector = BABYLON.Vector3.Zero();
+            this.reConstruct(min, max);
+        }
+        /**
+         * Recreates the entire bounding sphere from scratch
+         * @param min defines the new minimum vector (in local space)
+         * @param max defines the new maximum vector (in local space)
+         */
+        BoundingSphere.prototype.reConstruct = function (min, max) {
+            this.minimum = min.clone();
+            this.maximum = max.clone();
+            var distance = BABYLON.Vector3.Distance(min, max);
+            this.center = BABYLON.Vector3.Lerp(min, max, 0.5);
+            this.radius = distance * 0.5;
+            this.centerWorld = BABYLON.Vector3.Zero();
+            this._update(BABYLON.Matrix.Identity());
+        };
+        // Methods
+        BoundingSphere.prototype._update = function (world) {
+            BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
+            BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
+            this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
+        };
+        BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
+            for (var i = 0; i < 6; i++) {
+                if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
+                    return false;
+            }
+            return true;
+        };
+        BoundingSphere.prototype.intersectsPoint = function (point) {
+            var x = this.centerWorld.x - point.x;
+            var y = this.centerWorld.y - point.y;
+            var z = this.centerWorld.z - point.z;
+            var distance = Math.sqrt((x * x) + (y * y) + (z * z));
+            if (this.radiusWorld < distance)
+                return false;
+            return true;
+        };
+        // Statics
+        BoundingSphere.Intersects = function (sphere0, sphere1) {
+            var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
+            var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
+            var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
+            var distance = Math.sqrt((x * x) + (y * y) + (z * z));
+            if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
+                return false;
+            return true;
+        };
+        return BoundingSphere;
+    }());
+    BABYLON.BoundingSphere = BoundingSphere;
+})(BABYLON || (BABYLON = {}));
 //# sourceMappingURL=babylon.boundingSphere.js.map
-
 var BABYLON;
 (function (BABYLON) {
     var BoundingBox = /** @class */ (function () {

+ 62 - 64
dist/preview release/babylon.no-module.max.js

@@ -18292,71 +18292,69 @@ var BABYLON;
 
 //# sourceMappingURL=babylon.node.js.map
 
-var BABYLON;
-(function (BABYLON) {
-    var BoundingSphere = /** @class */ (function () {
-        /**
-         * Creates a new bounding sphere
-         * @param min defines the minimum vector (in local space)
-         * @param max defines the maximum vector (in local space)
-         */
-        function BoundingSphere(min, max) {
-            this._tempRadiusVector = BABYLON.Vector3.Zero();
-            this.reConstruct(min, max);
-        }
-        /**
-         * Recreates the entire bounding sphere from scratch
-         * @param min defines the new minimum vector (in local space)
-         * @param max defines the new maximum vector (in local space)
-         */
-        BoundingSphere.prototype.reConstruct = function (min, max) {
-            this.minimum = min.clone();
-            this.maximum = max.clone();
-            var distance = BABYLON.Vector3.Distance(min, max);
-            this.center = BABYLON.Vector3.Lerp(min, max, 0.5);
-            this.radius = distance * 0.5;
-            this.centerWorld = BABYLON.Vector3.Zero();
-            this._update(BABYLON.Matrix.Identity());
-        };
-        // Methods
-        BoundingSphere.prototype._update = function (world) {
-            BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
-            BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
-            this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
-        };
-        BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
-            for (var i = 0; i < 6; i++) {
-                if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
-                    return false;
-            }
-            return true;
-        };
-        BoundingSphere.prototype.intersectsPoint = function (point) {
-            var x = this.centerWorld.x - point.x;
-            var y = this.centerWorld.y - point.y;
-            var z = this.centerWorld.z - point.z;
-            var distance = Math.sqrt((x * x) + (y * y) + (z * z));
-            if (Math.abs(this.radiusWorld - distance) < BABYLON.Epsilon)
-                return false;
-            return true;
-        };
-        // Statics
-        BoundingSphere.Intersects = function (sphere0, sphere1) {
-            var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
-            var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
-            var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
-            var distance = Math.sqrt((x * x) + (y * y) + (z * z));
-            if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
-                return false;
-            return true;
-        };
-        return BoundingSphere;
-    }());
-    BABYLON.BoundingSphere = BoundingSphere;
-})(BABYLON || (BABYLON = {}));
-
+var BABYLON;
+(function (BABYLON) {
+    var BoundingSphere = /** @class */ (function () {
+        /**
+         * Creates a new bounding sphere
+         * @param min defines the minimum vector (in local space)
+         * @param max defines the maximum vector (in local space)
+         */
+        function BoundingSphere(min, max) {
+            this._tempRadiusVector = BABYLON.Vector3.Zero();
+            this.reConstruct(min, max);
+        }
+        /**
+         * Recreates the entire bounding sphere from scratch
+         * @param min defines the new minimum vector (in local space)
+         * @param max defines the new maximum vector (in local space)
+         */
+        BoundingSphere.prototype.reConstruct = function (min, max) {
+            this.minimum = min.clone();
+            this.maximum = max.clone();
+            var distance = BABYLON.Vector3.Distance(min, max);
+            this.center = BABYLON.Vector3.Lerp(min, max, 0.5);
+            this.radius = distance * 0.5;
+            this.centerWorld = BABYLON.Vector3.Zero();
+            this._update(BABYLON.Matrix.Identity());
+        };
+        // Methods
+        BoundingSphere.prototype._update = function (world) {
+            BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
+            BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
+            this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
+        };
+        BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
+            for (var i = 0; i < 6; i++) {
+                if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
+                    return false;
+            }
+            return true;
+        };
+        BoundingSphere.prototype.intersectsPoint = function (point) {
+            var x = this.centerWorld.x - point.x;
+            var y = this.centerWorld.y - point.y;
+            var z = this.centerWorld.z - point.z;
+            var distance = Math.sqrt((x * x) + (y * y) + (z * z));
+            if (this.radiusWorld < distance)
+                return false;
+            return true;
+        };
+        // Statics
+        BoundingSphere.Intersects = function (sphere0, sphere1) {
+            var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
+            var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
+            var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
+            var distance = Math.sqrt((x * x) + (y * y) + (z * z));
+            if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
+                return false;
+            return true;
+        };
+        return BoundingSphere;
+    }());
+    BABYLON.BoundingSphere = BoundingSphere;
+})(BABYLON || (BABYLON = {}));
 //# sourceMappingURL=babylon.boundingSphere.js.map
-
 var BABYLON;
 (function (BABYLON) {
     var BoundingBox = /** @class */ (function () {

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 1 - 1
dist/preview release/babylon.worker.js


+ 62 - 64
dist/preview release/es6.js

@@ -18292,71 +18292,69 @@ var BABYLON;
 
 //# sourceMappingURL=babylon.node.js.map
 
-var BABYLON;
-(function (BABYLON) {
-    var BoundingSphere = /** @class */ (function () {
-        /**
-         * Creates a new bounding sphere
-         * @param min defines the minimum vector (in local space)
-         * @param max defines the maximum vector (in local space)
-         */
-        function BoundingSphere(min, max) {
-            this._tempRadiusVector = BABYLON.Vector3.Zero();
-            this.reConstruct(min, max);
-        }
-        /**
-         * Recreates the entire bounding sphere from scratch
-         * @param min defines the new minimum vector (in local space)
-         * @param max defines the new maximum vector (in local space)
-         */
-        BoundingSphere.prototype.reConstruct = function (min, max) {
-            this.minimum = min.clone();
-            this.maximum = max.clone();
-            var distance = BABYLON.Vector3.Distance(min, max);
-            this.center = BABYLON.Vector3.Lerp(min, max, 0.5);
-            this.radius = distance * 0.5;
-            this.centerWorld = BABYLON.Vector3.Zero();
-            this._update(BABYLON.Matrix.Identity());
-        };
-        // Methods
-        BoundingSphere.prototype._update = function (world) {
-            BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
-            BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
-            this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
-        };
-        BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
-            for (var i = 0; i < 6; i++) {
-                if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
-                    return false;
-            }
-            return true;
-        };
-        BoundingSphere.prototype.intersectsPoint = function (point) {
-            var x = this.centerWorld.x - point.x;
-            var y = this.centerWorld.y - point.y;
-            var z = this.centerWorld.z - point.z;
-            var distance = Math.sqrt((x * x) + (y * y) + (z * z));
-            if (Math.abs(this.radiusWorld - distance) < BABYLON.Epsilon)
-                return false;
-            return true;
-        };
-        // Statics
-        BoundingSphere.Intersects = function (sphere0, sphere1) {
-            var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
-            var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
-            var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
-            var distance = Math.sqrt((x * x) + (y * y) + (z * z));
-            if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
-                return false;
-            return true;
-        };
-        return BoundingSphere;
-    }());
-    BABYLON.BoundingSphere = BoundingSphere;
-})(BABYLON || (BABYLON = {}));
-
+var BABYLON;
+(function (BABYLON) {
+    var BoundingSphere = /** @class */ (function () {
+        /**
+         * Creates a new bounding sphere
+         * @param min defines the minimum vector (in local space)
+         * @param max defines the maximum vector (in local space)
+         */
+        function BoundingSphere(min, max) {
+            this._tempRadiusVector = BABYLON.Vector3.Zero();
+            this.reConstruct(min, max);
+        }
+        /**
+         * Recreates the entire bounding sphere from scratch
+         * @param min defines the new minimum vector (in local space)
+         * @param max defines the new maximum vector (in local space)
+         */
+        BoundingSphere.prototype.reConstruct = function (min, max) {
+            this.minimum = min.clone();
+            this.maximum = max.clone();
+            var distance = BABYLON.Vector3.Distance(min, max);
+            this.center = BABYLON.Vector3.Lerp(min, max, 0.5);
+            this.radius = distance * 0.5;
+            this.centerWorld = BABYLON.Vector3.Zero();
+            this._update(BABYLON.Matrix.Identity());
+        };
+        // Methods
+        BoundingSphere.prototype._update = function (world) {
+            BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
+            BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
+            this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
+        };
+        BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
+            for (var i = 0; i < 6; i++) {
+                if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
+                    return false;
+            }
+            return true;
+        };
+        BoundingSphere.prototype.intersectsPoint = function (point) {
+            var x = this.centerWorld.x - point.x;
+            var y = this.centerWorld.y - point.y;
+            var z = this.centerWorld.z - point.z;
+            var distance = Math.sqrt((x * x) + (y * y) + (z * z));
+            if (this.radiusWorld < distance)
+                return false;
+            return true;
+        };
+        // Statics
+        BoundingSphere.Intersects = function (sphere0, sphere1) {
+            var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
+            var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
+            var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
+            var distance = Math.sqrt((x * x) + (y * y) + (z * z));
+            if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
+                return false;
+            return true;
+        };
+        return BoundingSphere;
+    }());
+    BABYLON.BoundingSphere = BoundingSphere;
+})(BABYLON || (BABYLON = {}));
 //# sourceMappingURL=babylon.boundingSphere.js.map
-
 var BABYLON;
 (function (BABYLON) {
     var BoundingBox = /** @class */ (function () {

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 4 - 4
dist/preview release/viewer/babylon.viewer.js


+ 62 - 64
dist/preview release/viewer/babylon.viewer.max.js

@@ -18413,71 +18413,69 @@ var BABYLON;
 
 //# sourceMappingURL=babylon.node.js.map
 
-var BABYLON;
-(function (BABYLON) {
-    var BoundingSphere = /** @class */ (function () {
-        /**
-         * Creates a new bounding sphere
-         * @param min defines the minimum vector (in local space)
-         * @param max defines the maximum vector (in local space)
-         */
-        function BoundingSphere(min, max) {
-            this._tempRadiusVector = BABYLON.Vector3.Zero();
-            this.reConstruct(min, max);
-        }
-        /**
-         * Recreates the entire bounding sphere from scratch
-         * @param min defines the new minimum vector (in local space)
-         * @param max defines the new maximum vector (in local space)
-         */
-        BoundingSphere.prototype.reConstruct = function (min, max) {
-            this.minimum = min.clone();
-            this.maximum = max.clone();
-            var distance = BABYLON.Vector3.Distance(min, max);
-            this.center = BABYLON.Vector3.Lerp(min, max, 0.5);
-            this.radius = distance * 0.5;
-            this.centerWorld = BABYLON.Vector3.Zero();
-            this._update(BABYLON.Matrix.Identity());
-        };
-        // Methods
-        BoundingSphere.prototype._update = function (world) {
-            BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
-            BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
-            this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
-        };
-        BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
-            for (var i = 0; i < 6; i++) {
-                if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
-                    return false;
-            }
-            return true;
-        };
-        BoundingSphere.prototype.intersectsPoint = function (point) {
-            var x = this.centerWorld.x - point.x;
-            var y = this.centerWorld.y - point.y;
-            var z = this.centerWorld.z - point.z;
-            var distance = Math.sqrt((x * x) + (y * y) + (z * z));
-            if (Math.abs(this.radiusWorld - distance) < BABYLON.Epsilon)
-                return false;
-            return true;
-        };
-        // Statics
-        BoundingSphere.Intersects = function (sphere0, sphere1) {
-            var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
-            var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
-            var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
-            var distance = Math.sqrt((x * x) + (y * y) + (z * z));
-            if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
-                return false;
-            return true;
-        };
-        return BoundingSphere;
-    }());
-    BABYLON.BoundingSphere = BoundingSphere;
-})(BABYLON || (BABYLON = {}));
-
+var BABYLON;
+(function (BABYLON) {
+    var BoundingSphere = /** @class */ (function () {
+        /**
+         * Creates a new bounding sphere
+         * @param min defines the minimum vector (in local space)
+         * @param max defines the maximum vector (in local space)
+         */
+        function BoundingSphere(min, max) {
+            this._tempRadiusVector = BABYLON.Vector3.Zero();
+            this.reConstruct(min, max);
+        }
+        /**
+         * Recreates the entire bounding sphere from scratch
+         * @param min defines the new minimum vector (in local space)
+         * @param max defines the new maximum vector (in local space)
+         */
+        BoundingSphere.prototype.reConstruct = function (min, max) {
+            this.minimum = min.clone();
+            this.maximum = max.clone();
+            var distance = BABYLON.Vector3.Distance(min, max);
+            this.center = BABYLON.Vector3.Lerp(min, max, 0.5);
+            this.radius = distance * 0.5;
+            this.centerWorld = BABYLON.Vector3.Zero();
+            this._update(BABYLON.Matrix.Identity());
+        };
+        // Methods
+        BoundingSphere.prototype._update = function (world) {
+            BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
+            BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
+            this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
+        };
+        BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
+            for (var i = 0; i < 6; i++) {
+                if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
+                    return false;
+            }
+            return true;
+        };
+        BoundingSphere.prototype.intersectsPoint = function (point) {
+            var x = this.centerWorld.x - point.x;
+            var y = this.centerWorld.y - point.y;
+            var z = this.centerWorld.z - point.z;
+            var distance = Math.sqrt((x * x) + (y * y) + (z * z));
+            if (this.radiusWorld < distance)
+                return false;
+            return true;
+        };
+        // Statics
+        BoundingSphere.Intersects = function (sphere0, sphere1) {
+            var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
+            var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
+            var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
+            var distance = Math.sqrt((x * x) + (y * y) + (z * z));
+            if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
+                return false;
+            return true;
+        };
+        return BoundingSphere;
+    }());
+    BABYLON.BoundingSphere = BoundingSphere;
+})(BABYLON || (BABYLON = {}));
 //# sourceMappingURL=babylon.boundingSphere.js.map
-
 var BABYLON;
 (function (BABYLON) {
     var BoundingBox = /** @class */ (function () {