Browse Source

Moving to "gulp-typescript": "~2.13.0"

David Catuhe 9 years ago
parent
commit
ac1f3fe1bd
100 changed files with 911 additions and 875 deletions
  1. 2 2
      Tools/Gulp/package.json
  2. 36 26
      dist/preview release/babylon.core.js
  3. 307 307
      dist/preview release/babylon.d.ts
  4. 43 30
      dist/preview release/babylon.js
  5. 301 301
      dist/preview release/babylon.max.js
  6. 42 29
      dist/preview release/babylon.noworker.js
  7. 1 1
      src/Actions/babylon.action.js
  8. 2 2
      src/Actions/babylon.actionManager.js
  9. 4 4
      src/Actions/babylon.condition.js
  10. 12 12
      src/Actions/babylon.directActions.js
  11. 1 1
      src/Actions/babylon.interpolateValueAction.js
  12. 1 1
      src/Animations/babylon.animatable.js
  13. 4 4
      src/Animations/babylon.animation.js
  14. 13 13
      src/Animations/babylon.easing.js
  15. 1 1
      src/Audio/babylon.analyser.js
  16. 1 1
      src/Audio/babylon.audioEngine.js
  17. 1 1
      src/Audio/babylon.sound.js
  18. 1 1
      src/Audio/babylon.soundtrack.js
  19. 1 1
      src/Bones/babylon.bone.js
  20. 1 1
      src/Bones/babylon.skeleton.js
  21. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.gamepad.js
  22. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.keyboard.js
  23. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.mousewheel.js
  24. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.pointers.js
  25. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.vrdeviceorientation.js
  26. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.deviceorientation.js
  27. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.gamepad.js
  28. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.keyboard.js
  29. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.mouse.js
  30. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.touch.js
  31. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.virtualjoystick.js
  32. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.vrdeviceorientation.js
  33. 1 1
      src/Cameras/VR/babylon.vrCameraMetrics.js
  34. 2 2
      src/Cameras/VR/babylon.vrDeviceOrientationCamera.js
  35. 1 1
      src/Cameras/VR/babylon.webVRCamera.js
  36. 1 1
      src/Cameras/babylon.arcRotateCamera.js
  37. 1 1
      src/Cameras/babylon.arcRotateCameraInputsManager.js
  38. 1 1
      src/Cameras/babylon.camera.js
  39. 1 1
      src/Cameras/babylon.cameraInputsManager.js
  40. 1 1
      src/Cameras/babylon.deviceOrientationCamera.js
  41. 2 2
      src/Cameras/babylon.followCamera.js
  42. 1 1
      src/Cameras/babylon.freeCamera.js
  43. 1 1
      src/Cameras/babylon.freeCameraInputsManager.js
  44. 1 1
      src/Cameras/babylon.gamepadCamera.js
  45. 8 8
      src/Cameras/babylon.stereoscopicCameras.js
  46. 1 1
      src/Cameras/babylon.targetCamera.js
  47. 1 1
      src/Cameras/babylon.touchCamera.js
  48. 1 1
      src/Cameras/babylon.universalCamera.js
  49. 1 1
      src/Cameras/babylon.virtualJoysticksCamera.js
  50. 1 1
      src/Collisions/babylon.collider.js
  51. 2 2
      src/Collisions/babylon.collisionCoordinator.js
  52. 3 3
      src/Collisions/babylon.collisionWorker.js
  53. 2 2
      src/Collisions/babylon.pickingInfo.js
  54. 1 1
      src/Culling/Octrees/babylon.octree.js
  55. 1 1
      src/Culling/Octrees/babylon.octreeBlock.js
  56. 1 1
      src/Culling/babylon.boundingBox.js
  57. 1 1
      src/Culling/babylon.boundingInfo.js
  58. 1 1
      src/Culling/babylon.boundingSphere.js
  59. 1 1
      src/Culling/babylon.ray.js
  60. 1 1
      src/Debug/babylon.debugLayer.js
  61. 1 1
      src/Debug/babylon.skeletonViewer.js
  62. 1 1
      src/Layer/babylon.layer.js
  63. 1 1
      src/LensFlare/babylon.lensFlare.js
  64. 1 1
      src/LensFlare/babylon.lensFlareSystem.js
  65. 1 1
      src/Lights/Shadows/babylon.shadowGenerator.js
  66. 1 1
      src/Lights/babylon.directionalLight.js
  67. 1 1
      src/Lights/babylon.hemisphericLight.js
  68. 1 1
      src/Lights/babylon.light.js
  69. 1 1
      src/Lights/babylon.pointLight.js
  70. 1 1
      src/Lights/babylon.spotLight.js
  71. 1 1
      src/Loading/babylon.sceneLoader.js
  72. 1 1
      src/Materials/Textures/Procedurals/babylon.customProceduralTexture.js
  73. 1 1
      src/Materials/Textures/Procedurals/babylon.proceduralTexture.js
  74. 1 1
      src/Materials/Textures/babylon.baseTexture.js
  75. 1 1
      src/Materials/Textures/babylon.cubeTexture.js
  76. 1 1
      src/Materials/Textures/babylon.dynamicTexture.js
  77. 1 1
      src/Materials/Textures/babylon.hdrCubeTexture.js
  78. 1 1
      src/Materials/Textures/babylon.mirrorTexture.js
  79. 1 1
      src/Materials/Textures/babylon.rawTexture.js
  80. 1 1
      src/Materials/Textures/babylon.refractionTexture.js
  81. 1 1
      src/Materials/Textures/babylon.renderTargetTexture.js
  82. 1 1
      src/Materials/Textures/babylon.texture.js
  83. 1 1
      src/Materials/Textures/babylon.videoTexture.js
  84. 2 2
      src/Materials/babylon.effect.js
  85. 1 1
      src/Materials/babylon.fresnelParameters.js
  86. 2 2
      src/Materials/babylon.material.js
  87. 1 1
      src/Materials/babylon.materialHelper.js
  88. 1 1
      src/Materials/babylon.multiMaterial.js
  89. 2 2
      src/Materials/babylon.pbrMaterial.js
  90. 1 1
      src/Materials/babylon.shaderMaterial.js
  91. 2 2
      src/Materials/babylon.standardMaterial.js
  92. 3 3
      src/Math/babylon.math.SIMD.js
  93. 24 24
      src/Math/babylon.math.js
  94. 1 1
      src/Mesh/babylon.abstractMesh.js
  95. 5 5
      src/Mesh/babylon.csg.js
  96. 12 12
      src/Mesh/babylon.geometry.js
  97. 1 1
      src/Mesh/babylon.groundMesh.js
  98. 1 1
      src/Mesh/babylon.instancedMesh.js
  99. 1 1
      src/Mesh/babylon.linesMesh.js
  100. 0 0
      src/Mesh/babylon.mesh.js

+ 2 - 2
Tools/Gulp/package.json

@@ -1,6 +1,6 @@
 {
   "name": "BabylonJS",
-  "version": "2.2.0",
+  "version": "2.4.0",
   "description": "Babylon.js is a 3D engine based on webgl and javascript",
   "main": "",
   "repository": { "url": "https://github.com/BabylonJS/Babylon.js/" },
@@ -11,7 +11,7 @@
     "gulp-uglify": "~1.2.0",
     "gulp-sourcemaps": "~1.5.2",
     "typescript": "^1.7.5",
-    "gulp-typescript": "~2.9.0",
+    "gulp-typescript": "~2.13.0",
     "through2": "~0.6.5",
     "gulp-util": "~3.0.4",
     "gulp-concat": "~2.5.2",

File diff suppressed because it is too large
+ 36 - 26
dist/preview release/babylon.core.js


+ 307 - 307
dist/preview release/babylon.d.ts

@@ -1395,6 +1395,181 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class Analyser {
+        SMOOTHING: number;
+        FFT_SIZE: number;
+        BARGRAPHAMPLITUDE: number;
+        DEBUGCANVASPOS: {
+            x: number;
+            y: number;
+        };
+        DEBUGCANVASSIZE: {
+            width: number;
+            height: number;
+        };
+        private _byteFreqs;
+        private _byteTime;
+        private _floatFreqs;
+        private _webAudioAnalyser;
+        private _debugCanvas;
+        private _debugCanvasContext;
+        private _scene;
+        private _registerFunc;
+        private _audioEngine;
+        constructor(scene: Scene);
+        getFrequencyBinCount(): number;
+        getByteFrequencyData(): Uint8Array;
+        getByteTimeDomainData(): Uint8Array;
+        getFloatFrequencyData(): Uint8Array;
+        drawDebugCanvas(): void;
+        stopDebugCanvas(): void;
+        connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class AudioEngine {
+        private _audioContext;
+        private _audioContextInitialized;
+        canUseWebAudio: boolean;
+        masterGain: GainNode;
+        private _connectedAnalyser;
+        WarnedWebAudioUnsupported: boolean;
+        unlocked: boolean;
+        onAudioUnlocked: () => any;
+        audioContext: AudioContext;
+        constructor();
+        private _unlockiOSaudio();
+        private _initializeAudioContext();
+        dispose(): void;
+        getGlobalVolume(): number;
+        setGlobalVolume(newVolume: number): void;
+        connectToAnalyser(analyser: Analyser): void;
+    }
+}
+
+declare module BABYLON {
+    class Sound {
+        name: string;
+        autoplay: boolean;
+        loop: boolean;
+        useCustomAttenuation: boolean;
+        soundTrackId: number;
+        spatialSound: boolean;
+        refDistance: number;
+        rolloffFactor: number;
+        maxDistance: number;
+        distanceModel: string;
+        private _panningModel;
+        onended: () => any;
+        private _playbackRate;
+        private _streaming;
+        private _startTime;
+        private _startOffset;
+        private _position;
+        private _localDirection;
+        private _volume;
+        private _isLoaded;
+        private _isReadyToPlay;
+        isPlaying: boolean;
+        isPaused: boolean;
+        private _isDirectional;
+        private _readyToPlayCallback;
+        private _audioBuffer;
+        private _soundSource;
+        private _streamingSource;
+        private _soundPanner;
+        private _soundGain;
+        private _inputAudioNode;
+        private _ouputAudioNode;
+        private _coneInnerAngle;
+        private _coneOuterAngle;
+        private _coneOuterGain;
+        private _scene;
+        private _connectedMesh;
+        private _customAttenuationFunction;
+        private _registerFunc;
+        private _isOutputConnected;
+        private _htmlAudioElement;
+        /**
+        * Create a sound and attach it to a scene
+        * @param name Name of your sound
+        * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
+        * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
+        * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
+        */
+        constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
+        dispose(): void;
+        private _soundLoaded(audioData);
+        setAudioBuffer(audioBuffer: AudioBuffer): void;
+        updateOptions(options: any): void;
+        private _createSpatialParameters();
+        private _updateSpatialParameters();
+        switchPanningModelToHRTF(): void;
+        switchPanningModelToEqualPower(): void;
+        private _switchPanningModel();
+        connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
+        /**
+        * Transform this sound into a directional source
+        * @param coneInnerAngle Size of the inner cone in degree
+        * @param coneOuterAngle Size of the outer cone in degree
+        * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
+        */
+        setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
+        setPosition(newPosition: Vector3): void;
+        setLocalDirectionToMesh(newLocalDirection: Vector3): void;
+        private _updateDirection();
+        updateDistanceFromListener(): void;
+        setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
+        /**
+        * Play the sound
+        * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
+        */
+        play(time?: number): void;
+        private _onended();
+        /**
+        * Stop the sound
+        * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
+        */
+        stop(time?: number): void;
+        pause(): void;
+        setVolume(newVolume: number, time?: number): void;
+        setPlaybackRate(newPlaybackRate: number): void;
+        getVolume(): number;
+        attachToMesh(meshToConnectTo: AbstractMesh): void;
+        private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
+        clone(): Sound;
+        getAudioBuffer(): AudioBuffer;
+        static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
+    }
+}
+
+declare module BABYLON {
+    class SoundTrack {
+        private _outputAudioNode;
+        private _inputAudioNode;
+        private _trackConvolver;
+        private _scene;
+        id: number;
+        soundCollection: Array<Sound>;
+        private _isMainTrack;
+        private _connectedAnalyser;
+        private _options;
+        private _isInitialized;
+        constructor(scene: Scene, options?: any);
+        private _initializeSoundTrackAudioGraph();
+        dispose(): void;
+        AddSound(sound: Sound): void;
+        RemoveSound(sound: Sound): void;
+        setVolume(newVolume: number): void;
+        switchPanningModelToHRTF(): void;
+        switchPanningModelToEqualPower(): void;
+        connectToAnalyser(analyser: Analyser): void;
+    }
+}
+
+declare module BABYLON {
     class Animatable {
         target: any;
         fromFrame: number;
@@ -1580,210 +1755,35 @@ declare module BABYLON {
         constructor(oscillations?: number, springiness?: number);
         easeInCore(gradient: number): number;
     }
-    class ExponentialEase extends EasingFunction implements IEasingFunction {
-        exponent: number;
-        constructor(exponent?: number);
-        easeInCore(gradient: number): number;
-    }
-    class PowerEase extends EasingFunction implements IEasingFunction {
-        power: number;
-        constructor(power?: number);
-        easeInCore(gradient: number): number;
-    }
-    class QuadraticEase extends EasingFunction implements IEasingFunction {
-        easeInCore(gradient: number): number;
-    }
-    class QuarticEase extends EasingFunction implements IEasingFunction {
-        easeInCore(gradient: number): number;
-    }
-    class QuinticEase extends EasingFunction implements IEasingFunction {
-        easeInCore(gradient: number): number;
-    }
-    class SineEase extends EasingFunction implements IEasingFunction {
-        easeInCore(gradient: number): number;
-    }
-    class BezierCurveEase extends EasingFunction implements IEasingFunction {
-        x1: number;
-        y1: number;
-        x2: number;
-        y2: number;
-        constructor(x1?: number, y1?: number, x2?: number, y2?: number);
-        easeInCore(gradient: number): number;
-    }
-}
-
-declare module BABYLON {
-    class Analyser {
-        SMOOTHING: number;
-        FFT_SIZE: number;
-        BARGRAPHAMPLITUDE: number;
-        DEBUGCANVASPOS: {
-            x: number;
-            y: number;
-        };
-        DEBUGCANVASSIZE: {
-            width: number;
-            height: number;
-        };
-        private _byteFreqs;
-        private _byteTime;
-        private _floatFreqs;
-        private _webAudioAnalyser;
-        private _debugCanvas;
-        private _debugCanvasContext;
-        private _scene;
-        private _registerFunc;
-        private _audioEngine;
-        constructor(scene: Scene);
-        getFrequencyBinCount(): number;
-        getByteFrequencyData(): Uint8Array;
-        getByteTimeDomainData(): Uint8Array;
-        getFloatFrequencyData(): Uint8Array;
-        drawDebugCanvas(): void;
-        stopDebugCanvas(): void;
-        connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class AudioEngine {
-        private _audioContext;
-        private _audioContextInitialized;
-        canUseWebAudio: boolean;
-        masterGain: GainNode;
-        private _connectedAnalyser;
-        WarnedWebAudioUnsupported: boolean;
-        unlocked: boolean;
-        onAudioUnlocked: () => any;
-        audioContext: AudioContext;
-        constructor();
-        private _unlockiOSaudio();
-        private _initializeAudioContext();
-        dispose(): void;
-        getGlobalVolume(): number;
-        setGlobalVolume(newVolume: number): void;
-        connectToAnalyser(analyser: Analyser): void;
-    }
-}
-
-declare module BABYLON {
-    class Sound {
-        name: string;
-        autoplay: boolean;
-        loop: boolean;
-        useCustomAttenuation: boolean;
-        soundTrackId: number;
-        spatialSound: boolean;
-        refDistance: number;
-        rolloffFactor: number;
-        maxDistance: number;
-        distanceModel: string;
-        private _panningModel;
-        onended: () => any;
-        private _playbackRate;
-        private _streaming;
-        private _startTime;
-        private _startOffset;
-        private _position;
-        private _localDirection;
-        private _volume;
-        private _isLoaded;
-        private _isReadyToPlay;
-        isPlaying: boolean;
-        isPaused: boolean;
-        private _isDirectional;
-        private _readyToPlayCallback;
-        private _audioBuffer;
-        private _soundSource;
-        private _streamingSource;
-        private _soundPanner;
-        private _soundGain;
-        private _inputAudioNode;
-        private _ouputAudioNode;
-        private _coneInnerAngle;
-        private _coneOuterAngle;
-        private _coneOuterGain;
-        private _scene;
-        private _connectedMesh;
-        private _customAttenuationFunction;
-        private _registerFunc;
-        private _isOutputConnected;
-        private _htmlAudioElement;
-        /**
-        * Create a sound and attach it to a scene
-        * @param name Name of your sound
-        * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
-        * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
-        * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
-        */
-        constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
-        dispose(): void;
-        private _soundLoaded(audioData);
-        setAudioBuffer(audioBuffer: AudioBuffer): void;
-        updateOptions(options: any): void;
-        private _createSpatialParameters();
-        private _updateSpatialParameters();
-        switchPanningModelToHRTF(): void;
-        switchPanningModelToEqualPower(): void;
-        private _switchPanningModel();
-        connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
-        /**
-        * Transform this sound into a directional source
-        * @param coneInnerAngle Size of the inner cone in degree
-        * @param coneOuterAngle Size of the outer cone in degree
-        * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
-        */
-        setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
-        setPosition(newPosition: Vector3): void;
-        setLocalDirectionToMesh(newLocalDirection: Vector3): void;
-        private _updateDirection();
-        updateDistanceFromListener(): void;
-        setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
-        /**
-        * Play the sound
-        * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
-        */
-        play(time?: number): void;
-        private _onended();
-        /**
-        * Stop the sound
-        * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
-        */
-        stop(time?: number): void;
-        pause(): void;
-        setVolume(newVolume: number, time?: number): void;
-        setPlaybackRate(newPlaybackRate: number): void;
-        getVolume(): number;
-        attachToMesh(meshToConnectTo: AbstractMesh): void;
-        private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
-        clone(): Sound;
-        getAudioBuffer(): AudioBuffer;
-        static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
-    }
-}
-
-declare module BABYLON {
-    class SoundTrack {
-        private _outputAudioNode;
-        private _inputAudioNode;
-        private _trackConvolver;
-        private _scene;
-        id: number;
-        soundCollection: Array<Sound>;
-        private _isMainTrack;
-        private _connectedAnalyser;
-        private _options;
-        private _isInitialized;
-        constructor(scene: Scene, options?: any);
-        private _initializeSoundTrackAudioGraph();
-        dispose(): void;
-        AddSound(sound: Sound): void;
-        RemoveSound(sound: Sound): void;
-        setVolume(newVolume: number): void;
-        switchPanningModelToHRTF(): void;
-        switchPanningModelToEqualPower(): void;
-        connectToAnalyser(analyser: Analyser): void;
+    class ExponentialEase extends EasingFunction implements IEasingFunction {
+        exponent: number;
+        constructor(exponent?: number);
+        easeInCore(gradient: number): number;
+    }
+    class PowerEase extends EasingFunction implements IEasingFunction {
+        power: number;
+        constructor(power?: number);
+        easeInCore(gradient: number): number;
+    }
+    class QuadraticEase extends EasingFunction implements IEasingFunction {
+        easeInCore(gradient: number): number;
+    }
+    class QuarticEase extends EasingFunction implements IEasingFunction {
+        easeInCore(gradient: number): number;
+    }
+    class QuinticEase extends EasingFunction implements IEasingFunction {
+        easeInCore(gradient: number): number;
+    }
+    class SineEase extends EasingFunction implements IEasingFunction {
+        easeInCore(gradient: number): number;
+    }
+    class BezierCurveEase extends EasingFunction implements IEasingFunction {
+        x1: number;
+        y1: number;
+        x2: number;
+        y2: number;
+        constructor(x1?: number, y1?: number, x2?: number, y2?: number);
+        easeInCore(gradient: number): number;
     }
 }
 
@@ -2789,6 +2789,50 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    interface ISceneLoaderPlugin {
+        extensions: string;
+        importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
+        load: (scene: Scene, data: string, rootUrl: string) => boolean;
+    }
+    interface ISceneLoaderPluginAsync {
+        extensions: string;
+        importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onerror?: () => void) => void;
+        loadAsync: (scene: Scene, data: string, rootUrl: string, onsuccess: () => void, onerror: () => void) => boolean;
+    }
+    class SceneLoader {
+        private static _ForceFullSceneLoadingForIncremental;
+        private static _ShowLoadingScreen;
+        static NO_LOGGING: number;
+        static MINIMAL_LOGGING: number;
+        static SUMMARY_LOGGING: number;
+        static DETAILED_LOGGING: number;
+        private static _loggingLevel;
+        static ForceFullSceneLoadingForIncremental: boolean;
+        static ShowLoadingScreen: boolean;
+        static loggingLevel: number;
+        private static _registeredPlugins;
+        private static _getPluginForFilename(sceneFilename);
+        static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
+        static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
+        static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, message: string, exception?: any) => void): void;
+        /**
+        * Load a scene
+        * @param rootUrl a string that defines the root url for scene and resources
+        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
+        * @param engine is the instance of BABYLON.Engine to use to create the scene
+        */
+        static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
+        /**
+        * Append a scene
+        * @param rootUrl a string that defines the root url for scene and resources
+        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
+        * @param scene is the instance of BABYLON.Scene to append to
+        */
+        static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
+    }
+}
+
+declare module BABYLON {
     class DirectionalLight extends Light implements IShadowLight {
         position: Vector3;
         direction: Vector3;
@@ -2923,50 +2967,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    interface ISceneLoaderPlugin {
-        extensions: string;
-        importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
-        load: (scene: Scene, data: string, rootUrl: string) => boolean;
-    }
-    interface ISceneLoaderPluginAsync {
-        extensions: string;
-        importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onerror?: () => void) => void;
-        loadAsync: (scene: Scene, data: string, rootUrl: string, onsuccess: () => void, onerror: () => void) => boolean;
-    }
-    class SceneLoader {
-        private static _ForceFullSceneLoadingForIncremental;
-        private static _ShowLoadingScreen;
-        static NO_LOGGING: number;
-        static MINIMAL_LOGGING: number;
-        static SUMMARY_LOGGING: number;
-        static DETAILED_LOGGING: number;
-        private static _loggingLevel;
-        static ForceFullSceneLoadingForIncremental: boolean;
-        static ShowLoadingScreen: boolean;
-        static loggingLevel: number;
-        private static _registeredPlugins;
-        private static _getPluginForFilename(sceneFilename);
-        static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
-        static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
-        static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, message: string, exception?: any) => void): void;
-        /**
-        * Load a scene
-        * @param rootUrl a string that defines the root url for scene and resources
-        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
-        * @param engine is the instance of BABYLON.Engine to use to create the scene
-        */
-        static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
-        /**
-        * Append a scene
-        * @param rootUrl a string that defines the root url for scene and resources
-        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
-        * @param scene is the instance of BABYLON.Scene to append to
-        */
-        static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
-    }
-}
-
-declare module BABYLON {
     class EffectFallbacks {
         private _defines;
         private _currentRank;
@@ -6740,7 +6740,7 @@ declare module BABYLON {
         private _addParticle(idx, idxpos, model, shapeId, idxInShape);
         /**
         * Adds some particles to the SPS from the model shape. Returns the shape id.
-        * Please read the doc : http://doc.babylonjs.com/tutorials/Solid_Particle_System#create-an-immutable-sps
+        * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
         * `mesh` is any `Mesh` object that will be used as a model for the solid particles.
         * `nb` (positive integer) the number of particles to be created from this model
         * `positionFunction` is an optional javascript function to called for each particle on SPS creation.
@@ -8977,61 +8977,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class VRCameraMetrics {
-        hResolution: number;
-        vResolution: number;
-        hScreenSize: number;
-        vScreenSize: number;
-        vScreenCenter: number;
-        eyeToScreenDistance: number;
-        lensSeparationDistance: number;
-        interpupillaryDistance: number;
-        distortionK: number[];
-        chromaAbCorrection: number[];
-        postProcessScaleFactor: number;
-        lensCenterOffset: number;
-        compensateDistortion: boolean;
-        aspectRatio: number;
-        aspectRatioFov: number;
-        leftHMatrix: Matrix;
-        rightHMatrix: Matrix;
-        leftPreViewMatrix: Matrix;
-        rightPreViewMatrix: Matrix;
-        static GetDefault(): VRCameraMetrics;
-    }
-}
-
-declare module BABYLON {
-    class VRDeviceOrientationFreeCamera extends FreeCamera {
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean);
-        getTypeName(): string;
-    }
-    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
-        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean);
-        getTypeName(): string;
-    }
-}
-
-declare var HMDVRDevice: any;
-declare var PositionSensorVRDevice: any;
-declare module BABYLON {
-    class WebVRFreeCamera extends FreeCamera {
-        _hmdDevice: any;
-        _sensorDevice: any;
-        _cacheState: any;
-        _cacheQuaternion: Quaternion;
-        _cacheRotation: Vector3;
-        _vrEnabled: boolean;
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean);
-        private _getWebVRDevices(devices);
-        _checkInputs(): void;
-        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
-        detachControl(element: HTMLElement): void;
-        getTypeName(): string;
-    }
-}
-
-declare module BABYLON {
     class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
         camera: ArcRotateCamera;
         gamepad: Gamepad;
@@ -9261,6 +9206,61 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class VRCameraMetrics {
+        hResolution: number;
+        vResolution: number;
+        hScreenSize: number;
+        vScreenSize: number;
+        vScreenCenter: number;
+        eyeToScreenDistance: number;
+        lensSeparationDistance: number;
+        interpupillaryDistance: number;
+        distortionK: number[];
+        chromaAbCorrection: number[];
+        postProcessScaleFactor: number;
+        lensCenterOffset: number;
+        compensateDistortion: boolean;
+        aspectRatio: number;
+        aspectRatioFov: number;
+        leftHMatrix: Matrix;
+        rightHMatrix: Matrix;
+        leftPreViewMatrix: Matrix;
+        rightPreViewMatrix: Matrix;
+        static GetDefault(): VRCameraMetrics;
+    }
+}
+
+declare module BABYLON {
+    class VRDeviceOrientationFreeCamera extends FreeCamera {
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean);
+        getTypeName(): string;
+    }
+    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
+        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean);
+        getTypeName(): string;
+    }
+}
+
+declare var HMDVRDevice: any;
+declare var PositionSensorVRDevice: any;
+declare module BABYLON {
+    class WebVRFreeCamera extends FreeCamera {
+        _hmdDevice: any;
+        _sensorDevice: any;
+        _cacheState: any;
+        _cacheQuaternion: Quaternion;
+        _cacheRotation: Vector3;
+        _vrEnabled: boolean;
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean);
+        private _getWebVRDevices(devices);
+        _checkInputs(): void;
+        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
+        detachControl(element: HTMLElement): void;
+        getTypeName(): string;
+    }
+}
+
+declare module BABYLON {
     interface IOctreeContainer<T> {
         blocks: Array<OctreeBlock<T>>;
     }
@@ -9307,6 +9307,9 @@ declare module BABYLON {
     }
 }
 
+declare module BABYLON.Internals {
+}
+
 declare module BABYLON {
     class ShadowGenerator {
         private static _FILTER_NONE;
@@ -9365,9 +9368,6 @@ declare module BABYLON {
     }
 }
 
-declare module BABYLON.Internals {
-}
-
 declare module BABYLON {
     class BaseTexture {
         name: string;

File diff suppressed because it is too large
+ 43 - 30
dist/preview release/babylon.js


File diff suppressed because it is too large
+ 301 - 301
dist/preview release/babylon.max.js


File diff suppressed because it is too large
+ 42 - 29
dist/preview release/babylon.noworker.js


+ 1 - 1
src/Actions/babylon.action.js

@@ -126,6 +126,6 @@ var BABYLON;
             };
         };
         return Action;
-    })();
+    }());
     BABYLON.Action = Action;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Actions/babylon.actionManager.js

@@ -47,7 +47,7 @@ var BABYLON;
             return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
         };
         return ActionEvent;
-    })();
+    }());
     BABYLON.ActionEvent = ActionEvent;
     /**
      * Action Manager manages all events to be triggered on a given mesh or the global scene.
@@ -519,6 +519,6 @@ var BABYLON;
         ActionManager.DragMovementThreshold = 10; // in pixels
         ActionManager.LongPressDelay = 500; // in milliseconds
         return ActionManager;
-    })();
+    }());
     BABYLON.ActionManager = ActionManager;
 })(BABYLON || (BABYLON = {}));

+ 4 - 4
src/Actions/babylon.condition.js

@@ -29,7 +29,7 @@ var BABYLON;
             };
         };
         return Condition;
-    })();
+    }());
     BABYLON.Condition = Condition;
     var ValueCondition = (function (_super) {
         __extends(ValueCondition, _super);
@@ -117,7 +117,7 @@ var BABYLON;
         ValueCondition._IsGreater = 2;
         ValueCondition._IsLesser = 3;
         return ValueCondition;
-    })(Condition);
+    }(Condition));
     BABYLON.ValueCondition = ValueCondition;
     var PredicateCondition = (function (_super) {
         __extends(PredicateCondition, _super);
@@ -129,7 +129,7 @@ var BABYLON;
             return this.predicate();
         };
         return PredicateCondition;
-    })(Condition);
+    }(Condition));
     BABYLON.PredicateCondition = PredicateCondition;
     var StateCondition = (function (_super) {
         __extends(StateCondition, _super);
@@ -152,6 +152,6 @@ var BABYLON;
             });
         };
         return StateCondition;
-    })(Condition);
+    }(Condition));
     BABYLON.StateCondition = StateCondition;
 })(BABYLON || (BABYLON = {}));

+ 12 - 12
src/Actions/babylon.directActions.js

@@ -29,7 +29,7 @@ var BABYLON;
             }, parent);
         };
         return SwitchBooleanAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.SwitchBooleanAction = SwitchBooleanAction;
     var SetStateAction = (function (_super) {
         __extends(SetStateAction, _super);
@@ -51,7 +51,7 @@ var BABYLON;
             }, parent);
         };
         return SetStateAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.SetStateAction = SetStateAction;
     var SetValueAction = (function (_super) {
         __extends(SetValueAction, _super);
@@ -79,7 +79,7 @@ var BABYLON;
             }, parent);
         };
         return SetValueAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.SetValueAction = SetValueAction;
     var IncrementValueAction = (function (_super) {
         __extends(IncrementValueAction, _super);
@@ -110,7 +110,7 @@ var BABYLON;
             }, parent);
         };
         return IncrementValueAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.IncrementValueAction = IncrementValueAction;
     var PlayAnimationAction = (function (_super) {
         __extends(PlayAnimationAction, _super);
@@ -139,7 +139,7 @@ var BABYLON;
             }, parent);
         };
         return PlayAnimationAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.PlayAnimationAction = PlayAnimationAction;
     var StopAnimationAction = (function (_super) {
         __extends(StopAnimationAction, _super);
@@ -160,7 +160,7 @@ var BABYLON;
             }, parent);
         };
         return StopAnimationAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.StopAnimationAction = StopAnimationAction;
     var DoNothingAction = (function (_super) {
         __extends(DoNothingAction, _super);
@@ -177,7 +177,7 @@ var BABYLON;
             }, parent);
         };
         return DoNothingAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.DoNothingAction = DoNothingAction;
     var CombineAction = (function (_super) {
         __extends(CombineAction, _super);
@@ -208,7 +208,7 @@ var BABYLON;
             return serializationObject;
         };
         return CombineAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.CombineAction = CombineAction;
     var ExecuteCodeAction = (function (_super) {
         __extends(ExecuteCodeAction, _super);
@@ -220,7 +220,7 @@ var BABYLON;
             this.func(evt);
         };
         return ExecuteCodeAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.ExecuteCodeAction = ExecuteCodeAction;
     var SetParentAction = (function (_super) {
         __extends(SetParentAction, _super);
@@ -250,7 +250,7 @@ var BABYLON;
             }, parent);
         };
         return SetParentAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.SetParentAction = SetParentAction;
     var PlaySoundAction = (function (_super) {
         __extends(PlaySoundAction, _super);
@@ -271,7 +271,7 @@ var BABYLON;
             }, parent);
         };
         return PlaySoundAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.PlaySoundAction = PlaySoundAction;
     var StopSoundAction = (function (_super) {
         __extends(StopSoundAction, _super);
@@ -292,6 +292,6 @@ var BABYLON;
             }, parent);
         };
         return StopSoundAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.StopSoundAction = StopSoundAction;
 })(BABYLON || (BABYLON = {}));

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

@@ -72,6 +72,6 @@ var BABYLON;
             }, parent);
         };
         return InterpolateValueAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.InterpolateValueAction = InterpolateValueAction;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Animations/babylon.animatable.js

@@ -127,6 +127,6 @@ var BABYLON;
             return running;
         };
         return Animatable;
-    })();
+    }());
     BABYLON.Animatable = Animatable;
 })(BABYLON || (BABYLON = {}));

+ 4 - 4
src/Animations/babylon.animation.js

@@ -10,7 +10,7 @@ var BABYLON;
             return new AnimationRange(this.name, this.from, this.to);
         };
         return AnimationRange;
-    })();
+    }());
     BABYLON.AnimationRange = AnimationRange;
     /**
      * Composed of a frame, and an action function
@@ -23,7 +23,7 @@ var BABYLON;
             this.isDone = false;
         }
         return AnimationEvent;
-    })();
+    }());
     BABYLON.AnimationEvent = AnimationEvent;
     var PathCursor = (function () {
         function PathCursor(path) {
@@ -80,7 +80,7 @@ var BABYLON;
             return this;
         };
         return PathCursor;
-    })();
+    }());
     BABYLON.PathCursor = PathCursor;
     var Animation = (function () {
         function Animation(name, targetProperty, framePerSecond, dataType, loopMode, enableBlending) {
@@ -697,6 +697,6 @@ var BABYLON;
         Animation._ANIMATIONLOOPMODE_CYCLE = 1;
         Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
         return Animation;
-    })();
+    }());
     BABYLON.Animation = Animation;
 })(BABYLON || (BABYLON = {}));

+ 13 - 13
src/Animations/babylon.easing.js

@@ -58,7 +58,7 @@ var BABYLON;
         EasingFunction._EASINGMODE_EASEOUT = 1;
         EasingFunction._EASINGMODE_EASEINOUT = 2;
         return EasingFunction;
-    })();
+    }());
     BABYLON.EasingFunction = EasingFunction;
     var CircleEase = (function (_super) {
         __extends(CircleEase, _super);
@@ -70,7 +70,7 @@ var BABYLON;
             return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
         };
         return CircleEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.CircleEase = CircleEase;
     var BackEase = (function (_super) {
         __extends(BackEase, _super);
@@ -84,7 +84,7 @@ var BABYLON;
             return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
         };
         return BackEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.BackEase = BackEase;
     var BounceEase = (function (_super) {
         __extends(BounceEase, _super);
@@ -116,7 +116,7 @@ var BABYLON;
             return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
         };
         return BounceEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.BounceEase = BounceEase;
     var CubicEase = (function (_super) {
         __extends(CubicEase, _super);
@@ -127,7 +127,7 @@ var BABYLON;
             return (gradient * gradient * gradient);
         };
         return CubicEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.CubicEase = CubicEase;
     var ElasticEase = (function (_super) {
         __extends(ElasticEase, _super);
@@ -151,7 +151,7 @@ var BABYLON;
             return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
         };
         return ElasticEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.ElasticEase = ElasticEase;
     var ExponentialEase = (function (_super) {
         __extends(ExponentialEase, _super);
@@ -167,7 +167,7 @@ var BABYLON;
             return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
         };
         return ExponentialEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.ExponentialEase = ExponentialEase;
     var PowerEase = (function (_super) {
         __extends(PowerEase, _super);
@@ -181,7 +181,7 @@ var BABYLON;
             return Math.pow(gradient, y);
         };
         return PowerEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.PowerEase = PowerEase;
     var QuadraticEase = (function (_super) {
         __extends(QuadraticEase, _super);
@@ -192,7 +192,7 @@ var BABYLON;
             return (gradient * gradient);
         };
         return QuadraticEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.QuadraticEase = QuadraticEase;
     var QuarticEase = (function (_super) {
         __extends(QuarticEase, _super);
@@ -203,7 +203,7 @@ var BABYLON;
             return (gradient * gradient * gradient * gradient);
         };
         return QuarticEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.QuarticEase = QuarticEase;
     var QuinticEase = (function (_super) {
         __extends(QuinticEase, _super);
@@ -214,7 +214,7 @@ var BABYLON;
             return (gradient * gradient * gradient * gradient * gradient);
         };
         return QuinticEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.QuinticEase = QuinticEase;
     var SineEase = (function (_super) {
         __extends(SineEase, _super);
@@ -225,7 +225,7 @@ var BABYLON;
             return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
         };
         return SineEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.SineEase = SineEase;
     var BezierCurveEase = (function (_super) {
         __extends(BezierCurveEase, _super);
@@ -244,6 +244,6 @@ var BABYLON;
             return BABYLON.BezierCurve.interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
         };
         return BezierCurveEase;
-    })(EasingFunction);
+    }(EasingFunction));
     BABYLON.BezierCurveEase = BezierCurveEase;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Audio/babylon.analyser.js

@@ -106,6 +106,6 @@ var BABYLON;
             }
         };
         return Analyser;
-    })();
+    }());
     BABYLON.Analyser = Analyser;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Audio/babylon.audioEngine.js

@@ -101,6 +101,6 @@ var BABYLON;
             }
         };
         return AudioEngine;
-    })();
+    }());
     BABYLON.AudioEngine = AudioEngine;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Audio/babylon.sound.js

@@ -547,6 +547,6 @@ var BABYLON;
             return newSound;
         };
         return Sound;
-    })();
+    }());
     BABYLON.Sound = Sound;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Audio/babylon.soundtrack.js

@@ -96,6 +96,6 @@ var BABYLON;
             }
         };
         return SoundTrack;
-    })();
+    }());
     BABYLON.SoundTrack = SoundTrack;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Bones/babylon.bone.js

@@ -124,6 +124,6 @@ var BABYLON;
             return true;
         };
         return Bone;
-    })(BABYLON.Node);
+    }(BABYLON.Node));
     BABYLON.Bone = Bone;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Bones/babylon.skeleton.js

@@ -317,6 +317,6 @@ var BABYLON;
             return skeleton;
         };
         return Skeleton;
-    })();
+    }());
     BABYLON.Skeleton = Skeleton;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.arcrotatecamera.input.gamepad.js

@@ -65,7 +65,7 @@ var BABYLON;
             BABYLON.serialize()
         ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
         return ArcRotateCameraGamepadInput;
-    })();
+    }());
     BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
     BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.arcrotatecamera.input.keyboard.js

@@ -107,7 +107,7 @@ var BABYLON;
             BABYLON.serialize()
         ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
         return ArcRotateCameraKeyboardMoveInput;
-    })();
+    }());
     BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
     BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.arcrotatecamera.input.mousewheel.js

@@ -51,7 +51,7 @@ var BABYLON;
             BABYLON.serialize()
         ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
         return ArcRotateCameraMouseWheelInput;
-    })();
+    }());
     BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
     BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.arcrotatecamera.input.pointers.js

@@ -213,7 +213,7 @@ var BABYLON;
             BABYLON.serialize()
         ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
         return ArcRotateCameraPointersInput;
-    })();
+    }());
     BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
     BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.arcrotatecamera.input.vrdeviceorientation.js

@@ -42,7 +42,7 @@ var BABYLON;
             return "VRDeviceOrientation";
         };
         return ArcRotateCameraVRDeviceOrientationInput;
-    })();
+    }());
     BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
     BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.deviceorientation.js

@@ -70,7 +70,7 @@ var BABYLON;
             BABYLON.serialize()
         ], FreeCameraDeviceOrientationInput.prototype, "moveSensibility", void 0);
         return FreeCameraDeviceOrientationInput;
-    })();
+    }());
     BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
     BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.gamepad.js

@@ -60,7 +60,7 @@ var BABYLON;
             BABYLON.serialize()
         ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
         return FreeCameraGamepadInput;
-    })();
+    }());
     BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
     BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.keyboard.js

@@ -111,7 +111,7 @@ var BABYLON;
             BABYLON.serialize()
         ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
         return FreeCameraKeyboardMoveInput;
-    })();
+    }());
     BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
     BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.mouse.js

@@ -92,7 +92,7 @@ var BABYLON;
             BABYLON.serialize()
         ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
         return FreeCameraMouseInput;
-    })();
+    }());
     BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
     BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.touch.js

@@ -116,7 +116,7 @@ var BABYLON;
             BABYLON.serialize()
         ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
         return FreeCameraTouchInput;
-    })();
+    }());
     BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
     BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.virtualjoystick.js

@@ -48,7 +48,7 @@ var BABYLON;
             return "virtualJoystick";
         };
         return FreeCameraVirtualJoystickInput;
-    })();
+    }());
     BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
     BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/Inputs/babylon.freecamera.input.vrdeviceorientation.js

@@ -47,7 +47,7 @@ var BABYLON;
             return "VRDeviceOrientation";
         };
         return FreeCameraVRDeviceOrientationInput;
-    })();
+    }());
     BABYLON.FreeCameraVRDeviceOrientationInput = FreeCameraVRDeviceOrientationInput;
     BABYLON.CameraInputTypes["FreeCameraVRDeviceOrientationInput"] = FreeCameraVRDeviceOrientationInput;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/VR/babylon.vrCameraMetrics.js

@@ -67,6 +67,6 @@ var BABYLON;
             return result;
         };
         return VRCameraMetrics;
-    })();
+    }());
     BABYLON.VRCameraMetrics = VRCameraMetrics;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Cameras/VR/babylon.vrDeviceOrientationCamera.js

@@ -19,7 +19,7 @@ var BABYLON;
             return "VRDeviceOrientationFreeCamera";
         };
         return VRDeviceOrientationFreeCamera;
-    })(BABYLON.FreeCamera);
+    }(BABYLON.FreeCamera));
     BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
     var VRDeviceOrientationArcRotateCamera = (function (_super) {
         __extends(VRDeviceOrientationArcRotateCamera, _super);
@@ -35,6 +35,6 @@ var BABYLON;
             return "VRDeviceOrientationArcRotateCamera";
         };
         return VRDeviceOrientationArcRotateCamera;
-    })(BABYLON.ArcRotateCamera);
+    }(BABYLON.ArcRotateCamera));
     BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
 })(BABYLON || (BABYLON = {}));

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

@@ -72,6 +72,6 @@ var BABYLON;
             return "WebVRFreeCamera";
         };
         return WebVRFreeCamera;
-    })(BABYLON.FreeCamera);
+    }(BABYLON.FreeCamera));
     BABYLON.WebVRFreeCamera = WebVRFreeCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.arcRotateCamera.js

@@ -533,6 +533,6 @@ var BABYLON;
             BABYLON.serialize()
         ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
         return ArcRotateCamera;
-    })(BABYLON.TargetCamera);
+    }(BABYLON.TargetCamera));
     BABYLON.ArcRotateCamera = ArcRotateCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.arcRotateCameraInputsManager.js

@@ -31,6 +31,6 @@ var BABYLON;
             return this;
         };
         return ArcRotateCameraInputsManager;
-    })(BABYLON.CameraInputsManager);
+    }(BABYLON.CameraInputsManager));
     BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
 })(BABYLON || (BABYLON = {}));

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

@@ -636,6 +636,6 @@ var BABYLON;
             BABYLON.serialize()
         ], Camera.prototype, "isStereoscopicSideBySide", void 0);
         return Camera;
-    })(BABYLON.Node);
+    }(BABYLON.Node));
     BABYLON.Camera = Camera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.cameraInputsManager.js

@@ -128,6 +128,6 @@ var BABYLON;
             }
         };
         return CameraInputsManager;
-    })();
+    }());
     BABYLON.CameraInputsManager = CameraInputsManager;
 })(BABYLON || (BABYLON = {}));

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

@@ -46,6 +46,6 @@ var BABYLON;
             return "DeviceOrientationCamera";
         };
         return DeviceOrientationCamera;
-    })(BABYLON.FreeCamera);
+    }(BABYLON.FreeCamera));
     BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Cameras/babylon.followCamera.js

@@ -84,7 +84,7 @@ var BABYLON;
             BABYLON.serializeAsMeshReference("lockedTargetId")
         ], FollowCamera.prototype, "target", void 0);
         return FollowCamera;
-    })(BABYLON.TargetCamera);
+    }(BABYLON.TargetCamera));
     BABYLON.FollowCamera = FollowCamera;
     var ArcFollowCamera = (function (_super) {
         __extends(ArcFollowCamera, _super);
@@ -112,6 +112,6 @@ var BABYLON;
             return "ArcFollowCamera";
         };
         return ArcFollowCamera;
-    })(BABYLON.TargetCamera);
+    }(BABYLON.TargetCamera));
     BABYLON.ArcFollowCamera = ArcFollowCamera;
 })(BABYLON || (BABYLON = {}));

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

@@ -180,6 +180,6 @@ var BABYLON;
             BABYLON.serialize()
         ], FreeCamera.prototype, "applyGravity", void 0);
         return FreeCamera;
-    })(BABYLON.TargetCamera);
+    }(BABYLON.TargetCamera));
     BABYLON.FreeCamera = FreeCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.freeCameraInputsManager.js

@@ -40,6 +40,6 @@ var BABYLON;
             return this;
         };
         return FreeCameraInputsManager;
-    })(BABYLON.CameraInputsManager);
+    }(BABYLON.CameraInputsManager));
     BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
 })(BABYLON || (BABYLON = {}));

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

@@ -46,6 +46,6 @@ var BABYLON;
             return "GamepadCamera";
         };
         return GamepadCamera;
-    })(BABYLON.UniversalCamera);
+    }(BABYLON.UniversalCamera));
     BABYLON.GamepadCamera = GamepadCamera;
 })(BABYLON || (BABYLON = {}));

+ 8 - 8
src/Cameras/babylon.stereoscopicCameras.js

@@ -16,7 +16,7 @@ var BABYLON;
             return "AnaglyphFreeCamera";
         };
         return AnaglyphFreeCamera;
-    })(BABYLON.FreeCamera);
+    }(BABYLON.FreeCamera));
     BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
     var AnaglyphArcRotateCamera = (function (_super) {
         __extends(AnaglyphArcRotateCamera, _super);
@@ -29,7 +29,7 @@ var BABYLON;
             return "AnaglyphArcRotateCamera";
         };
         return AnaglyphArcRotateCamera;
-    })(BABYLON.ArcRotateCamera);
+    }(BABYLON.ArcRotateCamera));
     BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
     var AnaglyphGamepadCamera = (function (_super) {
         __extends(AnaglyphGamepadCamera, _super);
@@ -42,7 +42,7 @@ var BABYLON;
             return "AnaglyphGamepadCamera";
         };
         return AnaglyphGamepadCamera;
-    })(BABYLON.GamepadCamera);
+    }(BABYLON.GamepadCamera));
     BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
     var AnaglyphUniversalCamera = (function (_super) {
         __extends(AnaglyphUniversalCamera, _super);
@@ -55,7 +55,7 @@ var BABYLON;
             return "AnaglyphUniversalCamera";
         };
         return AnaglyphUniversalCamera;
-    })(BABYLON.UniversalCamera);
+    }(BABYLON.UniversalCamera));
     BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
     var StereoscopicFreeCamera = (function (_super) {
         __extends(StereoscopicFreeCamera, _super);
@@ -69,7 +69,7 @@ var BABYLON;
             return "StereoscopicFreeCamera";
         };
         return StereoscopicFreeCamera;
-    })(BABYLON.FreeCamera);
+    }(BABYLON.FreeCamera));
     BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
     var StereoscopicArcRotateCamera = (function (_super) {
         __extends(StereoscopicArcRotateCamera, _super);
@@ -83,7 +83,7 @@ var BABYLON;
             return "StereoscopicArcRotateCamera";
         };
         return StereoscopicArcRotateCamera;
-    })(BABYLON.ArcRotateCamera);
+    }(BABYLON.ArcRotateCamera));
     BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
     var StereoscopicGamepadCamera = (function (_super) {
         __extends(StereoscopicGamepadCamera, _super);
@@ -97,7 +97,7 @@ var BABYLON;
             return "StereoscopicGamepadCamera";
         };
         return StereoscopicGamepadCamera;
-    })(BABYLON.GamepadCamera);
+    }(BABYLON.GamepadCamera));
     BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
     var StereoscopicUniversalCamera = (function (_super) {
         __extends(StereoscopicUniversalCamera, _super);
@@ -111,6 +111,6 @@ var BABYLON;
             return "StereoscopicUniversalCamera";
         };
         return StereoscopicUniversalCamera;
-    })(BABYLON.UniversalCamera);
+    }(BABYLON.UniversalCamera));
     BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.targetCamera.js

@@ -259,6 +259,6 @@ var BABYLON;
             BABYLON.serializeAsMeshReference("lockedTargetId")
         ], TargetCamera.prototype, "lockedTarget", void 0);
         return TargetCamera;
-    })(BABYLON.Camera);
+    }(BABYLON.Camera));
     BABYLON.TargetCamera = TargetCamera;
 })(BABYLON || (BABYLON = {}));

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

@@ -53,6 +53,6 @@ var BABYLON;
             }
         };
         return TouchCamera;
-    })(BABYLON.FreeCamera);
+    }(BABYLON.FreeCamera));
     BABYLON.TouchCamera = TouchCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Cameras/babylon.universalCamera.js

@@ -46,6 +46,6 @@ var BABYLON;
             return "UniversalCamera";
         };
         return UniversalCamera;
-    })(BABYLON.TouchCamera);
+    }(BABYLON.TouchCamera));
     BABYLON.UniversalCamera = UniversalCamera;
 })(BABYLON || (BABYLON = {}));

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

@@ -13,6 +13,6 @@ var BABYLON;
             this.inputs.addVirtualJoystick();
         }
         return VirtualJoysticksCamera;
-    })(BABYLON.FreeCamera);
+    }(BABYLON.FreeCamera));
     BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Collisions/babylon.collider.js

@@ -267,6 +267,6 @@ var BABYLON;
             this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
         };
         return Collider;
-    })();
+    }());
     BABYLON.Collider = Collider;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Collisions/babylon.collisionCoordinator.js

@@ -205,7 +205,7 @@ var BABYLON;
             };
         };
         return CollisionCoordinatorWorker;
-    })();
+    }());
     BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
     var CollisionCoordinatorLegacy = (function () {
         function CollisionCoordinatorLegacy() {
@@ -268,6 +268,6 @@ var BABYLON;
             this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
         };
         return CollisionCoordinatorLegacy;
-    })();
+    }());
     BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
 })(BABYLON || (BABYLON = {}));

+ 3 - 3
src/Collisions/babylon.collisionWorker.js

@@ -32,7 +32,7 @@ var BABYLON;
             delete this._geometries[id];
         };
         return CollisionCache;
-    })();
+    }());
     BABYLON.CollisionCache = CollisionCache;
     var CollideWorker = (function () {
         function CollideWorker(collider, _collisionCache, finalPosition) {
@@ -144,7 +144,7 @@ var BABYLON;
             return this.collider._canDoCollision(BABYLON.Vector3.FromArray(subMesh.sphereCenter), subMesh.sphereRadius, BABYLON.Vector3.FromArray(subMesh.boxMinimum), BABYLON.Vector3.FromArray(subMesh.boxMaximum));
         };
         return CollideWorker;
-    })();
+    }());
     BABYLON.CollideWorker = CollideWorker;
     var CollisionDetectorTransferable = (function () {
         function CollisionDetectorTransferable() {
@@ -206,7 +206,7 @@ var BABYLON;
             postMessage(reply, undefined);
         };
         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 {

+ 2 - 2
src/Collisions/babylon.pickingInfo.js

@@ -9,7 +9,7 @@ var BABYLON;
             this.subMeshId = 0;
         }
         return IntersectionInfo;
-    })();
+    }());
     BABYLON.IntersectionInfo = IntersectionInfo;
     var PickingInfo = (function () {
         function PickingInfo() {
@@ -71,6 +71,6 @@ var BABYLON;
             return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
         };
         return PickingInfo;
-    })();
+    }());
     BABYLON.PickingInfo = PickingInfo;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Culling/Octrees/babylon.octree.js

@@ -83,6 +83,6 @@ var BABYLON;
             }
         };
         return Octree;
-    })();
+    }());
     BABYLON.Octree = Octree;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Culling/Octrees/babylon.octreeBlock.js

@@ -117,6 +117,6 @@ var BABYLON;
             BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
         };
         return OctreeBlock;
-    })();
+    }());
     BABYLON.OctreeBlock = OctreeBlock;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Culling/babylon.boundingBox.js

@@ -138,6 +138,6 @@ var BABYLON;
             return true;
         };
         return BoundingBox;
-    })();
+    }());
     BABYLON.BoundingBox = BoundingBox;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Culling/babylon.boundingInfo.js

@@ -114,6 +114,6 @@ var BABYLON;
             return true;
         };
         return BoundingInfo;
-    })();
+    }());
     BABYLON.BoundingInfo = BoundingInfo;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Culling/babylon.boundingSphere.js

@@ -44,6 +44,6 @@ var BABYLON;
             return true;
         };
         return BoundingSphere;
-    })();
+    }());
     BABYLON.BoundingSphere = BoundingSphere;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Culling/babylon.ray.js

@@ -269,6 +269,6 @@ var BABYLON;
         Ray.smallnum = 0.00000001;
         Ray.rayl = 10e8;
         return Ray;
-    })();
+    }());
     BABYLON.Ray = Ray;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Debug/babylon.debugLayer.js

@@ -674,6 +674,6 @@ var BABYLON;
             }
         };
         return DebugLayer;
-    })();
+    }());
     BABYLON.DebugLayer = DebugLayer;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Debug/babylon.skeletonViewer.js

@@ -131,7 +131,7 @@ var BABYLON;
                 }
             };
             return SkeletonViewer;
-        })();
+        }());
         Debug.SkeletonViewer = SkeletonViewer;
     })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Layer/babylon.layer.js

@@ -90,6 +90,6 @@ var BABYLON;
             }
         };
         return Layer;
-    })();
+    }());
     BABYLON.Layer = Layer;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/LensFlare/babylon.lensFlare.js

@@ -18,6 +18,6 @@ var BABYLON;
             system.lensFlares.push(this);
         }
         return LensFlare;
-    })();
+    }());
     BABYLON.LensFlare = LensFlare;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/LensFlare/babylon.lensFlareSystem.js

@@ -208,6 +208,6 @@ var BABYLON;
             return serializationObject;
         };
         return LensFlareSystem;
-    })();
+    }());
     BABYLON.LensFlareSystem = LensFlareSystem;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Lights/Shadows/babylon.shadowGenerator.js

@@ -402,6 +402,6 @@ var BABYLON;
         ShadowGenerator._FILTER_POISSONSAMPLING = 2;
         ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP = 3;
         return ShadowGenerator;
-    })();
+    }());
     BABYLON.ShadowGenerator = ShadowGenerator;
 })(BABYLON || (BABYLON = {}));

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

@@ -124,6 +124,6 @@ var BABYLON;
             BABYLON.serialize()
         ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
         return DirectionalLight;
-    })(BABYLON.Light);
+    }(BABYLON.Light));
     BABYLON.DirectionalLight = DirectionalLight;
 })(BABYLON || (BABYLON = {}));

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

@@ -46,6 +46,6 @@ var BABYLON;
             BABYLON.serializeAsVector3()
         ], HemisphericLight.prototype, "direction", void 0);
         return HemisphericLight;
-    })(BABYLON.Light);
+    }(BABYLON.Light));
     BABYLON.HemisphericLight = HemisphericLight;
 })(BABYLON || (BABYLON = {}));

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

@@ -189,6 +189,6 @@ var BABYLON;
             BABYLON.serialize()
         ], Light.prototype, "radius", void 0);
         return Light;
-    })(BABYLON.Node);
+    }(BABYLON.Node));
     BABYLON.Light = Light;
 })(BABYLON || (BABYLON = {}));

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

@@ -82,6 +82,6 @@ var BABYLON;
             BABYLON.serializeAsVector3()
         ], PointLight.prototype, "position", void 0);
         return PointLight;
-    })(BABYLON.Light);
+    }(BABYLON.Light));
     BABYLON.PointLight = PointLight;
 })(BABYLON || (BABYLON = {}));

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

@@ -93,6 +93,6 @@ var BABYLON;
             BABYLON.serialize()
         ], SpotLight.prototype, "exponent", void 0);
         return SpotLight;
-    })(BABYLON.Light);
+    }(BABYLON.Light));
     BABYLON.SpotLight = SpotLight;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Loading/babylon.sceneLoader.js

@@ -257,7 +257,7 @@ var BABYLON;
         // Members
         SceneLoader._registeredPlugins = new Array();
         return SceneLoader;
-    })();
+    }());
     BABYLON.SceneLoader = SceneLoader;
     ;
 })(BABYLON || (BABYLON = {}));

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

@@ -119,6 +119,6 @@ var BABYLON;
             configurable: true
         });
         return CustomProceduralTexture;
-    })(BABYLON.ProceduralTexture);
+    }(BABYLON.ProceduralTexture));
     BABYLON.CustomProceduralTexture = CustomProceduralTexture;
 })(BABYLON || (BABYLON = {}));

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

@@ -271,6 +271,6 @@ var BABYLON;
             _super.prototype.dispose.call(this);
         };
         return ProceduralTexture;
-    })(BABYLON.Texture);
+    }(BABYLON.Texture));
     BABYLON.ProceduralTexture = ProceduralTexture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/babylon.baseTexture.js

@@ -165,6 +165,6 @@ var BABYLON;
             BABYLON.serialize()
         ], BaseTexture.prototype, "isRenderTarget", void 0);
         return BaseTexture;
-    })();
+    }());
     BABYLON.BaseTexture = BaseTexture;
 })(BABYLON || (BABYLON = {}));

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

@@ -77,6 +77,6 @@ var BABYLON;
             }, this);
         };
         return CubeTexture;
-    })(BABYLON.BaseTexture);
+    }(BABYLON.BaseTexture));
     BABYLON.CubeTexture = CubeTexture;
 })(BABYLON || (BABYLON = {}));

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

@@ -88,6 +88,6 @@ var BABYLON;
             return newTexture;
         };
         return DynamicTexture;
-    })(BABYLON.Texture);
+    }(BABYLON.Texture));
     BABYLON.DynamicTexture = DynamicTexture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/babylon.hdrCubeTexture.js

@@ -411,6 +411,6 @@ var BABYLON;
             "back"
         ];
         return HDRCubeTexture;
-    })(BABYLON.BaseTexture);
+    }(BABYLON.BaseTexture));
     BABYLON.HDRCubeTexture = HDRCubeTexture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/babylon.mirrorTexture.js

@@ -49,6 +49,6 @@ var BABYLON;
             return serializationObject;
         };
         return MirrorTexture;
-    })(BABYLON.RenderTargetTexture);
+    }(BABYLON.RenderTargetTexture));
     BABYLON.MirrorTexture = MirrorTexture;
 })(BABYLON || (BABYLON = {}));

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

@@ -52,6 +52,6 @@ var BABYLON;
             return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode);
         };
         return RawTexture;
-    })(BABYLON.Texture);
+    }(BABYLON.Texture));
     BABYLON.RawTexture = RawTexture;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/Textures/babylon.refractionTexture.js

@@ -47,6 +47,6 @@ var BABYLON;
             return serializationObject;
         };
         return RefractionTexture;
-    })(BABYLON.RenderTargetTexture);
+    }(BABYLON.RenderTargetTexture));
     BABYLON.RefractionTexture = RefractionTexture;
 })(BABYLON || (BABYLON = {}));

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

@@ -252,6 +252,6 @@ var BABYLON;
         RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYFRAME = 1;
         RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
         return RenderTargetTexture;
-    })(BABYLON.Texture);
+    }(BABYLON.Texture));
     BABYLON.RenderTargetTexture = RenderTargetTexture;
 })(BABYLON || (BABYLON = {}));

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

@@ -262,6 +262,6 @@ var BABYLON;
             BABYLON.serialize()
         ], Texture.prototype, "wAng", void 0);
         return Texture;
-    })(BABYLON.BaseTexture);
+    }(BABYLON.BaseTexture));
     BABYLON.Texture = Texture;
 })(BABYLON || (BABYLON = {}));

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

@@ -78,6 +78,6 @@ var BABYLON;
             return true;
         };
         return VideoTexture;
-    })(BABYLON.Texture);
+    }(BABYLON.Texture));
     BABYLON.VideoTexture = VideoTexture;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Materials/babylon.effect.js

@@ -46,7 +46,7 @@ var BABYLON;
             return currentDefines;
         };
         return EffectFallbacks;
-    })();
+    }());
     BABYLON.EffectFallbacks = EffectFallbacks;
     var Effect = (function () {
         function Effect(baseName, attributesNames, uniformsNames, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
@@ -465,6 +465,6 @@ var BABYLON;
         Effect.ShadersStore = {};
         Effect.IncludesShadersStore = {};
         return Effect;
-    })();
+    }());
     BABYLON.Effect = Effect;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/babylon.fresnelParameters.js

@@ -32,6 +32,6 @@ var BABYLON;
             return fresnelParameters;
         };
         return FresnelParameters;
-    })();
+    }());
     BABYLON.FresnelParameters = FresnelParameters;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Materials/babylon.material.js

@@ -61,7 +61,7 @@ var BABYLON;
             return result;
         };
         return MaterialDefines;
-    })();
+    }());
     BABYLON.MaterialDefines = MaterialDefines;
     var Material = (function () {
         function Material(name, scene, doNotAdd) {
@@ -335,6 +335,6 @@ var BABYLON;
             BABYLON.serialize()
         ], Material.prototype, "fillMode", null);
         return Material;
-    })();
+    }());
     BABYLON.Material = Material;
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/Materials/babylon.materialHelper.js

@@ -229,6 +229,6 @@ var BABYLON;
             }
         };
         return MaterialHelper;
-    })();
+    }());
     BABYLON.MaterialHelper = MaterialHelper;
 })(BABYLON || (BABYLON = {}));

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

@@ -63,6 +63,6 @@ var BABYLON;
             return serializationObject;
         };
         return MultiMaterial;
-    })(BABYLON.Material);
+    }(BABYLON.Material));
     BABYLON.MultiMaterial = MultiMaterial;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Materials/babylon.pbrMaterial.js

@@ -110,7 +110,7 @@ var BABYLON;
             this._keys = Object.keys(this);
         }
         return PBRMaterialDefines;
-    })(BABYLON.MaterialDefines);
+    }(BABYLON.MaterialDefines));
     /**
      * The Physically based material of BJS.
      *
@@ -1223,6 +1223,6 @@ var BABYLON;
             BABYLON.serialize()
         ], PBRMaterial.prototype, "useLogarithmicDepth", null);
         return PBRMaterial;
-    })(BABYLON.Material);
+    }(BABYLON.Material));
     BABYLON.PBRMaterial = PBRMaterial;
 })(BABYLON || (BABYLON = {}));

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

@@ -339,6 +339,6 @@ var BABYLON;
             return material;
         };
         return ShaderMaterial;
-    })(BABYLON.Material);
+    }(BABYLON.Material));
     BABYLON.ShaderMaterial = ShaderMaterial;
 })(BABYLON || (BABYLON = {}));

+ 2 - 2
src/Materials/babylon.standardMaterial.js

@@ -70,7 +70,7 @@ var BABYLON;
             this.rebuild();
         }
         return StandardMaterialDefines;
-    })(BABYLON.MaterialDefines);
+    }(BABYLON.MaterialDefines));
     var StandardMaterial = (function (_super) {
         __extends(StandardMaterial, _super);
         function StandardMaterial(name, scene) {
@@ -822,6 +822,6 @@ var BABYLON;
             BABYLON.serialize()
         ], StandardMaterial.prototype, "useLogarithmicDepth", null);
         return StandardMaterial;
-    })(BABYLON.Material);
+    }(BABYLON.Material));
     BABYLON.StandardMaterial = StandardMaterial;
 })(BABYLON || (BABYLON = {}));

+ 3 - 3
src/Math/babylon.math.SIMD.js

@@ -26,7 +26,7 @@ var BABYLON;
             SIMD.float32x4.storeXYZ(result._data, 0, r);
         };
         return SIMDVector3;
-    })();
+    }());
     BABYLON.SIMDVector3 = SIMDVector3;
     var SIMDMatrix = (function () {
         function SIMDMatrix() {
@@ -203,7 +203,7 @@ var BABYLON;
             SIMD.float32x4.store(out, 12, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 3, 3, 3, 3), a3)))));
         };
         return SIMDMatrix;
-    })();
+    }());
     BABYLON.SIMDMatrix = SIMDMatrix;
     var previousMultiplyToArray = BABYLON.Matrix.prototype.multiplyToArray;
     var previousInvertToRef = BABYLON.Matrix.prototype.invertToRef;
@@ -264,6 +264,6 @@ var BABYLON;
         };
         SIMDHelper._isEnabled = false;
         return SIMDHelper;
-    })();
+    }());
     BABYLON.SIMDHelper = SIMDHelper;
 })(BABYLON || (BABYLON = {}));

+ 24 - 24
src/Math/babylon.math.js

@@ -32,7 +32,7 @@ var BABYLON;
             return Math.min(max, Math.max(min, value));
         };
         return MathTools;
-    })();
+    }());
     BABYLON.MathTools = MathTools;
     var Color3 = (function () {
         function Color3(r, g, b) {
@@ -187,7 +187,7 @@ var BABYLON;
         Color3.Yellow = function () { return new Color3(1, 1, 0); };
         Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
         return Color3;
-    })();
+    }());
     BABYLON.Color3 = Color3;
     var Color4 = (function () {
         function Color4(r, g, b, a) {
@@ -308,7 +308,7 @@ var BABYLON;
             return colors;
         };
         return Color4;
-    })();
+    }());
     BABYLON.Color4 = Color4;
     var Vector2 = (function () {
         function Vector2(x, y) {
@@ -496,7 +496,7 @@ var BABYLON;
             return (x * x) + (y * y);
         };
         return Vector2;
-    })();
+    }());
     BABYLON.Vector2 = Vector2;
     var Vector3 = (function () {
         function Vector3(x, y, z) {
@@ -995,7 +995,7 @@ var BABYLON;
             ref.z = roll;
         };
         return Vector3;
-    })();
+    }());
     BABYLON.Vector3 = Vector3;
     //Vector4 class created for EulerAngle class conversion to Quaternion
     var Vector4 = (function () {
@@ -1255,7 +1255,7 @@ var BABYLON;
             return center;
         };
         return Vector4;
-    })();
+    }());
     BABYLON.Vector4 = Vector4;
     var Size = (function () {
         function Size(width, height) {
@@ -1282,7 +1282,7 @@ var BABYLON;
             return new Size(0, 0);
         };
         return Size;
-    })();
+    }());
     BABYLON.Size = Size;
     var Quaternion = (function () {
         function Quaternion(x, y, z, w) {
@@ -1568,7 +1568,7 @@ var BABYLON;
             return new Quaternion((num3 * left.x) + (num2 * right.x), (num3 * left.y) + (num2 * right.y), (num3 * left.z) + (num2 * right.z), (num3 * left.w) + (num2 * right.w));
         };
         return Quaternion;
-    })();
+    }());
     BABYLON.Quaternion = Quaternion;
     var Matrix = (function () {
         function Matrix() {
@@ -2223,7 +2223,7 @@ var BABYLON;
         Matrix._yAxis = Vector3.Zero();
         Matrix._zAxis = Vector3.Zero();
         return Matrix;
-    })();
+    }());
     BABYLON.Matrix = Matrix;
     var Plane = (function () {
         function Plane(a, b, c, d) {
@@ -2316,7 +2316,7 @@ var BABYLON;
             return Vector3.Dot(point, normal) + d;
         };
         return Plane;
-    })();
+    }());
     BABYLON.Plane = Plane;
     var Viewport = (function () {
         function Viewport(x, y, width, height) {
@@ -2329,7 +2329,7 @@ var BABYLON;
             return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
         };
         return Viewport;
-    })();
+    }());
     BABYLON.Viewport = Viewport;
     var Frustum = (function () {
         function Frustum() {
@@ -2381,7 +2381,7 @@ var BABYLON;
             frustumPlanes[5].normalize();
         };
         return Frustum;
-    })();
+    }());
     BABYLON.Frustum = Frustum;
     (function (Space) {
         Space[Space["LOCAL"] = 0] = "LOCAL";
@@ -2395,7 +2395,7 @@ var BABYLON;
         Axis.Y = new Vector3(0, 1, 0);
         Axis.Z = new Vector3(0, 0, 1);
         return Axis;
-    })();
+    }());
     BABYLON.Axis = Axis;
     ;
     var BezierCurve = (function () {
@@ -2421,7 +2421,7 @@ var BABYLON;
                 Math.pow(refinedT, 3);
         };
         return BezierCurve;
-    })();
+    }());
     BABYLON.BezierCurve = BezierCurve;
     (function (Orientation) {
         Orientation[Orientation["CW"] = 0] = "CW";
@@ -2449,7 +2449,7 @@ var BABYLON;
             return new Angle(degrees * Math.PI / 180);
         };
         return Angle;
-    })();
+    }());
     BABYLON.Angle = Angle;
     var Arc2 = (function () {
         function Arc2(startPoint, midPoint, endPoint) {
@@ -2479,7 +2479,7 @@ var BABYLON;
             this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
         }
         return Arc2;
-    })();
+    }());
     BABYLON.Arc2 = Arc2;
     var Path2 = (function () {
         function Path2(x, y) {
@@ -2564,7 +2564,7 @@ var BABYLON;
             return new Path2(x, y);
         };
         return Path2;
-    })();
+    }());
     BABYLON.Path2 = Path2;
     var Path3D = (function () {
         /**
@@ -2732,7 +2732,7 @@ var BABYLON;
             return normal0;
         };
         return Path3D;
-    })();
+    }());
     BABYLON.Path3D = Path3D;
     var Curve3 = (function () {
         /**
@@ -2835,7 +2835,7 @@ var BABYLON;
             return l;
         };
         return Curve3;
-    })();
+    }());
     BABYLON.Curve3 = Curve3;
     // SphericalHarmonics
     var SphericalHarmonics = (function () {
@@ -2875,7 +2875,7 @@ var BABYLON;
             this.L22 = this.L22.scale(scale);
         };
         return SphericalHarmonics;
-    })();
+    }());
     BABYLON.SphericalHarmonics = SphericalHarmonics;
     // SphericalPolynomial
     var SphericalPolynomial = (function () {
@@ -2910,7 +2910,7 @@ var BABYLON;
             return result;
         };
         return SphericalPolynomial;
-    })();
+    }());
     BABYLON.SphericalPolynomial = SphericalPolynomial;
     // Vertex formats
     var PositionNormalVertex = (function () {
@@ -2924,7 +2924,7 @@ var BABYLON;
             return new PositionNormalVertex(this.position.clone(), this.normal.clone());
         };
         return PositionNormalVertex;
-    })();
+    }());
     BABYLON.PositionNormalVertex = PositionNormalVertex;
     var PositionNormalTextureVertex = (function () {
         function PositionNormalTextureVertex(position, normal, uv) {
@@ -2939,7 +2939,7 @@ var BABYLON;
             return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
         };
         return PositionNormalTextureVertex;
-    })();
+    }());
     BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
     // Temporary pre-allocated objects for engine internal use
     // usage in any internal function :
@@ -2959,6 +2959,6 @@ var BABYLON;
             Matrix.Zero(), Matrix.Zero(),
             Matrix.Zero(), Matrix.Zero()]; // 6 temp Matrices at once should be enough
         return Tmp;
-    })();
+    }());
     BABYLON.Tmp = Tmp;
 })(BABYLON || (BABYLON = {}));

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

@@ -1031,6 +1031,6 @@ var BABYLON;
         AbstractMesh._BILLBOARDMODE_Z = 4;
         AbstractMesh._BILLBOARDMODE_ALL = 7;
         return AbstractMesh;
-    })(BABYLON.Node);
+    }(BABYLON.Node));
     BABYLON.AbstractMesh = AbstractMesh;
 })(BABYLON || (BABYLON = {}));

+ 5 - 5
src/Mesh/babylon.csg.js

@@ -32,7 +32,7 @@ var BABYLON;
             return new Vertex(BABYLON.Vector3.Lerp(this.pos, other.pos, t), BABYLON.Vector3.Lerp(this.normal, other.normal, t), BABYLON.Vector2.Lerp(this.uv, other.uv, t));
         };
         return Vertex;
-    })();
+    }());
     // # class Plane
     // Represents a plane in 3D space.
     var Plane = (function () {
@@ -124,7 +124,7 @@ var BABYLON;
         // point is on the plane.
         Plane.EPSILON = 1e-5;
         return Plane;
-    })();
+    }());
     // # class Polygon
     // Represents a convex polygon. The vertices used to initialize a polygon must
     // be coplanar and form a convex loop.
@@ -147,7 +147,7 @@ var BABYLON;
             this.plane.flip();
         };
         return Polygon;
-    })();
+    }());
     // # class Node
     // Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
     // by picking a polygon to split along. That polygon (and all other coplanar
@@ -253,7 +253,7 @@ var BABYLON;
             }
         };
         return Node;
-    })();
+    }());
     var CSG = (function () {
         function CSG() {
             this.polygons = new Array();
@@ -508,6 +508,6 @@ var BABYLON;
             return mesh;
         };
         return CSG;
-    })();
+    }());
     BABYLON.CSG = CSG;
 })(BABYLON || (BABYLON = {}));

+ 12 - 12
src/Mesh/babylon.geometry.js

@@ -679,7 +679,7 @@ var BABYLON;
             return geometry;
         };
         return Geometry;
-    })();
+    }());
     BABYLON.Geometry = Geometry;
     /////// Primitives //////////////////////////////////////////////
     var Geometry;
@@ -737,7 +737,7 @@ var BABYLON;
                     return serializationObject;
                 };
                 return _Primitive;
-            })(Geometry);
+            }(Geometry));
             Primitives._Primitive = _Primitive;
             var Ribbon = (function (_super) {
                 __extends(Ribbon, _super);
@@ -758,7 +758,7 @@ var BABYLON;
                     return new Ribbon(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), null, this.side);
                 };
                 return Ribbon;
-            })(_Primitive);
+            }(_Primitive));
             Primitives.Ribbon = Ribbon;
             var Box = (function (_super) {
                 __extends(Box, _super);
@@ -790,7 +790,7 @@ var BABYLON;
                     return box;
                 };
                 return Box;
-            })(_Primitive);
+            }(_Primitive));
             Primitives.Box = Box;
             var Sphere = (function (_super) {
                 __extends(Sphere, _super);
@@ -823,7 +823,7 @@ var BABYLON;
                     return sphere;
                 };
                 return Sphere;
-            })(_Primitive);
+            }(_Primitive));
             Primitives.Sphere = Sphere;
             var Disc = (function (_super) {
                 __extends(Disc, _super);
@@ -842,7 +842,7 @@ var BABYLON;
                     return new Disc(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
                 };
                 return Disc;
-            })(_Primitive);
+            }(_Primitive));
             Primitives.Disc = Disc;
             var Cylinder = (function (_super) {
                 __extends(Cylinder, _super);
@@ -881,7 +881,7 @@ var BABYLON;
                     return cylinder;
                 };
                 return Cylinder;
-            })(_Primitive);
+            }(_Primitive));
             Primitives.Cylinder = Cylinder;
             var Torus = (function (_super) {
                 __extends(Torus, _super);
@@ -916,7 +916,7 @@ var BABYLON;
                     return torus;
                 };
                 return Torus;
-            })(_Primitive);
+            }(_Primitive));
             Primitives.Torus = Torus;
             var Ground = (function (_super) {
                 __extends(Ground, _super);
@@ -949,7 +949,7 @@ var BABYLON;
                     return ground;
                 };
                 return Ground;
-            })(_Primitive);
+            }(_Primitive));
             Primitives.Ground = Ground;
             var TiledGround = (function (_super) {
                 __extends(TiledGround, _super);
@@ -969,7 +969,7 @@ var BABYLON;
                     return new TiledGround(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
                 };
                 return TiledGround;
-            })(_Primitive);
+            }(_Primitive));
             Primitives.TiledGround = TiledGround;
             var Plane = (function (_super) {
                 __extends(Plane, _super);
@@ -1000,7 +1000,7 @@ var BABYLON;
                     return plane;
                 };
                 return Plane;
-            })(_Primitive);
+            }(_Primitive));
             Primitives.Plane = Plane;
             var TorusKnot = (function (_super) {
                 __extends(TorusKnot, _super);
@@ -1042,7 +1042,7 @@ var BABYLON;
                     return torusKnot;
                 };
                 return TorusKnot;
-            })(_Primitive);
+            }(_Primitive));
             Primitives.TorusKnot = TorusKnot;
         })(Primitives = Geometry.Primitives || (Geometry.Primitives = {}));
     })(Geometry = BABYLON.Geometry || (BABYLON.Geometry = {}));

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

@@ -188,6 +188,6 @@ var BABYLON;
             }
         };
         return GroundMesh;
-    })(BABYLON.Mesh);
+    }(BABYLON.Mesh));
     BABYLON.GroundMesh = GroundMesh;
 })(BABYLON || (BABYLON = {}));

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

@@ -151,6 +151,6 @@ var BABYLON;
             _super.prototype.dispose.call(this, doNotRecurse);
         };
         return InstancedMesh;
-    })(BABYLON.AbstractMesh);
+    }(BABYLON.AbstractMesh));
     BABYLON.InstancedMesh = InstancedMesh;
 })(BABYLON || (BABYLON = {}));

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

@@ -92,6 +92,6 @@ var BABYLON;
             return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
         };
         return LinesMesh;
-    })(BABYLON.Mesh);
+    }(BABYLON.Mesh));
     BABYLON.LinesMesh = LinesMesh;
 })(BABYLON || (BABYLON = {}));

+ 0 - 0
src/Mesh/babylon.mesh.js


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