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共有 100 個文件被更改,包括 704315 次插入0 次删除
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dist/previous releases/4.0/Oimo.js


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+The MIT License
+
+Copyright © 2010-2017 three.js authors
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.

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dist/previous releases/4.0/ammo.js


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dist/previous releases/4.0/babylon.d.ts


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dist/previous releases/4.0/cannon.js


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dist/previous releases/4.0/cannon.license

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+/*
+ * Copyright (c) 2015 cannon.js Authors
+ *
+ * Permission is hereby granted, free of charge, to any person
+ * obtaining a copy of this software and associated documentation
+ * files (the "Software"), to deal in the Software without
+ * restriction, including without limitation the rights to use, copy,
+ * modify, merge, publish, distribute, sublicense, and/or sell copies
+ * of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be
+ * included in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+ * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
+ * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+ * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+ * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */

+ 201 - 0
dist/previous releases/4.0/draco.license

@@ -0,0 +1,201 @@
+                                 Apache License
+                           Version 2.0, January 2004
+                        http://www.apache.org/licenses/
+
+   TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
+
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dist/previous releases/4.0/draco_decoder_gltf.js


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dist/previous releases/4.0/draco_decoder_gltf.wasm


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dist/previous releases/4.0/draco_wasm_wrapper_gltf.js


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dist/previous releases/4.0/earcut.license

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+ISC License
+
+Copyright (c) 2016, Mapbox
+
+Permission to use, copy, modify, and/or distribute this software for any purpose
+with or without fee is hereby granted, provided that the above copyright notice
+and this permission notice appear in all copies.
+
+THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
+REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
+FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
+INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
+OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
+TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
+THIS SOFTWARE.

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dist/previous releases/4.0/es6.js


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dist/previous releases/4.0/gltf2Interface/babylon.glTF2Interface.d.ts

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+declare module "babylonjs-gltf2interface" {
+    export = BABYLON.GLTF2;
+}
+/**
+ * Module for glTF 2.0 Interface
+ */
+declare module BABYLON.GLTF2 {
+    /**
+     * The datatype of the components in the attribute
+     */
+    const enum AccessorComponentType {
+        /**
+         * Byte
+         */
+        BYTE = 5120,
+        /**
+         * Unsigned Byte
+         */
+        UNSIGNED_BYTE = 5121,
+        /**
+         * Short
+         */
+        SHORT = 5122,
+        /**
+         * Unsigned Short
+         */
+        UNSIGNED_SHORT = 5123,
+        /**
+         * Unsigned Int
+         */
+        UNSIGNED_INT = 5125,
+        /**
+         * Float
+         */
+        FLOAT = 5126,
+    }
+    /**
+     * Specifies if the attirbute is a scalar, vector, or matrix
+     */
+    const enum AccessorType {
+        /**
+         * Scalar
+         */
+        SCALAR = "SCALAR",
+        /**
+         * Vector2
+         */
+        VEC2 = "VEC2",
+        /**
+         * Vector3
+         */
+        VEC3 = "VEC3",
+        /**
+         * Vector4
+         */
+        VEC4 = "VEC4",
+        /**
+         * Matrix2x2
+         */
+        MAT2 = "MAT2",
+        /**
+         * Matrix3x3
+         */
+        MAT3 = "MAT3",
+        /**
+         * Matrix4x4
+         */
+        MAT4 = "MAT4",
+    }
+    /**
+     * The name of the node's TRS property to modify, or the weights of the Morph Targets it instantiates
+     */
+    const enum AnimationChannelTargetPath {
+        /**
+         * Translation
+         */
+        TRANSLATION = "translation",
+        /**
+         * Rotation
+         */
+        ROTATION = "rotation",
+        /**
+         * Scale
+         */
+        SCALE = "scale",
+        /**
+         * Weights
+         */
+        WEIGHTS = "weights",
+    }
+    /**
+     * Interpolation algorithm
+     */
+    const enum AnimationSamplerInterpolation {
+        /**
+         * The animated values are linearly interpolated between keyframes
+         */
+        LINEAR = "LINEAR",
+        /**
+         * The animated values remain constant to the output of the first keyframe, until the next keyframe
+         */
+        STEP = "STEP",
+        /**
+         * The animation's interpolation is computed using a cubic spline with specified tangents
+         */
+        CUBICSPLINE = "CUBICSPLINE",
+    }
+    /**
+     * A camera's projection.  A node can reference a camera to apply a transform to place the camera in the scene
+     */
+    const enum CameraType {
+        /**
+         * A perspective camera containing properties to create a perspective projection matrix
+         */
+        PERSPECTIVE = "perspective",
+        /**
+         * An orthographic camera containing properties to create an orthographic projection matrix
+         */
+        ORTHOGRAPHIC = "orthographic",
+    }
+    /**
+     * The mime-type of the image
+     */
+    const enum ImageMimeType {
+        /**
+         * JPEG Mime-type
+         */
+        JPEG = "image/jpeg",
+        /**
+         * PNG Mime-type
+         */
+        PNG = "image/png",
+    }
+    /**
+     * The alpha rendering mode of the material
+     */
+    const enum MaterialAlphaMode {
+        /**
+         * The alpha value is ignored and the rendered output is fully opaque
+         */
+        OPAQUE = "OPAQUE",
+        /**
+         * The rendered output is either fully opaque or fully transparent depending on the alpha value and the specified alpha cutoff value
+         */
+        MASK = "MASK",
+        /**
+         * The alpha value is used to composite the source and destination areas. The rendered output is combined with the background using the normal painting operation (i.e. the Porter and Duff over operator)
+         */
+        BLEND = "BLEND",
+    }
+    /**
+     * The type of the primitives to render
+     */
+    const enum MeshPrimitiveMode {
+        /**
+         * Points
+         */
+        POINTS = 0,
+        /**
+         * Lines
+         */
+        LINES = 1,
+        /**
+         * Line Loop
+         */
+        LINE_LOOP = 2,
+        /**
+         * Line Strip
+         */
+        LINE_STRIP = 3,
+        /**
+         * Triangles
+         */
+        TRIANGLES = 4,
+        /**
+         * Triangle Strip
+         */
+        TRIANGLE_STRIP = 5,
+        /**
+         * Triangle Fan
+         */
+        TRIANGLE_FAN = 6,
+    }
+    /**
+     * Magnification filter.  Valid values correspond to WebGL enums: 9728 (NEAREST) and 9729 (LINEAR)
+     */
+    const enum TextureMagFilter {
+        /**
+         * Nearest
+         */
+        NEAREST = 9728,
+        /**
+         * Linear
+         */
+        LINEAR = 9729,
+    }
+    /**
+     * Minification filter.  All valid values correspond to WebGL enums
+     */
+    const enum TextureMinFilter {
+        /**
+         * Nearest
+         */
+        NEAREST = 9728,
+        /**
+         * Linear
+         */
+        LINEAR = 9729,
+        /**
+         * Nearest Mip-Map Nearest
+         */
+        NEAREST_MIPMAP_NEAREST = 9984,
+        /**
+         * Linear Mipmap Nearest
+         */
+        LINEAR_MIPMAP_NEAREST = 9985,
+        /**
+         * Nearest Mipmap Linear
+         */
+        NEAREST_MIPMAP_LINEAR = 9986,
+        /**
+         * Linear Mipmap Linear
+         */
+        LINEAR_MIPMAP_LINEAR = 9987,
+    }
+    /**
+     * S (U) wrapping mode.  All valid values correspond to WebGL enums
+     */
+    const enum TextureWrapMode {
+        /**
+         * Clamp to Edge
+         */
+        CLAMP_TO_EDGE = 33071,
+        /**
+         * Mirrored Repeat
+         */
+        MIRRORED_REPEAT = 33648,
+        /**
+         * Repeat
+         */
+        REPEAT = 10497,
+    }
+    /**
+     * glTF Property
+     */
+    interface IProperty {
+        /**
+         * Dictionary object with extension-specific objects
+         */
+        extensions?: {
+            [key: string]: any;
+        };
+        /**
+         * Application-Specific data 
+         */
+        extras?: any;
+    }
+    /**
+     * glTF Child of Root Property
+     */
+    interface IChildRootProperty extends IProperty {
+        /**
+         * The user-defined name of this object
+         */
+        name?: string;
+    }
+    /**
+     * Indices of those attributes that deviate from their initialization value
+     */
+    interface IAccessorSparseIndices extends IProperty {
+        /**
+         * The index of the bufferView with sparse indices. Referenced bufferView can't have ARRAY_BUFFER or ELEMENT_ARRAY_BUFFER target
+         */
+        bufferView: number;
+        /**
+         * The offset relative to the start of the bufferView in bytes. Must be aligned
+         */
+        byteOffset?: number;
+        /**
+         * The indices data type.  Valid values correspond to WebGL enums: 5121 (UNSIGNED_BYTE), 5123 (UNSIGNED_SHORT), 5125 (UNSIGNED_INT)
+         */
+        componentType: AccessorComponentType;
+    }
+    /**
+     * Array of size accessor.sparse.count times number of components storing the displaced accessor attributes pointed by accessor.sparse.indices
+     */
+    interface IAccessorSparseValues extends IProperty {
+        /**
+         * The index of the bufferView with sparse values. Referenced bufferView can't have ARRAY_BUFFER or ELEMENT_ARRAY_BUFFER target
+         */
+        bufferView: number;
+        /**
+         * The offset relative to the start of the bufferView in bytes. Must be aligned
+         */
+        byteOffset?: number;
+    }
+    /**
+     * Sparse storage of attributes that deviate from their initialization value
+     */
+    interface IAccessorSparse extends IProperty {
+        /**
+         * The number of attributes encoded in this sparse accessor
+         */
+        count: number;
+        /**
+         * Index array of size count that points to those accessor attributes that deviate from their initialization value. Indices must strictly increase
+         */
+        indices: IAccessorSparseIndices;
+        /**
+         * Array of size count times number of components, storing the displaced accessor attributes pointed by indices. Substituted values must have the same componentType and number of components as the base accessor
+         */
+        values: IAccessorSparseValues;
+    }
+    /**
+     * A typed view into a bufferView.  A bufferView contains raw binary data.  An accessor provides a typed view into a bufferView or a subset of a bufferView similar to how WebGL's vertexAttribPointer() defines an attribute in a buffer
+     */
+    interface IAccessor extends IChildRootProperty {
+        /**
+         * The index of the bufferview
+         */
+        bufferView?: number;
+        /**
+         * The offset relative to the start of the bufferView in bytes
+         */
+        byteOffset?: number;
+        /**
+         * The datatype of components in the attribute
+         */
+        componentType: AccessorComponentType;
+        /**
+         * Specifies whether integer data values should be normalized
+         */
+        normalized?: boolean;
+        /**
+         * The number of attributes referenced by this accessor
+         */
+        count: number;
+        /**
+         * Specifies if the attribute is a scalar, vector, or matrix
+         */
+        type: AccessorType;
+        /**
+         * Maximum value of each component in this attribute
+         */
+        max?: number[];
+        /**
+         * Minimum value of each component in this attribute
+         */
+        min?: number[];
+        /**
+         * Sparse storage of attributes that deviate from their initialization value
+         */
+        sparse?: IAccessorSparse;
+    }
+    /**
+     * Targets an animation's sampler at a node's property
+     */
+    interface IAnimationChannel extends IProperty {
+        /**
+         * The index of a sampler in this animation used to compute the value for the target
+         */
+        sampler: number;
+        /**
+         * The index of the node and TRS property to target
+         */
+        target: IAnimationChannelTarget;
+    }
+    /**
+     * The index of the node and TRS property that an animation channel targets
+     */
+    interface IAnimationChannelTarget extends IProperty {
+        /**
+         * The index of the node to target
+         */
+        node: number;
+        /**
+         * The name of the node's TRS property to modify, or the weights of the Morph Targets it instantiates
+         */
+        path: AnimationChannelTargetPath;
+    }
+    /**
+     * Combines input and output accessors with an interpolation algorithm to define a keyframe graph (but not its target)
+     */
+    interface IAnimationSampler extends IProperty {
+        /**
+         * The index of an accessor containing keyframe input values, e.g., time
+         */
+        input: number;
+        /**
+         * Interpolation algorithm
+         */
+        interpolation?: AnimationSamplerInterpolation;
+        /**
+         * The index of an accessor, containing keyframe output values
+         */
+        output: number;
+    }
+    /**
+     * A keyframe animation
+     */
+    interface IAnimation extends IChildRootProperty {
+        /**
+         * An array of channels, each of which targets an animation's sampler at a node's property
+         */
+        channels: IAnimationChannel[];
+        /**
+         * An array of samplers that combines input and output accessors with an interpolation algorithm to define a keyframe graph (but not its target)
+         */
+        samplers: IAnimationSampler[];
+    }
+    /**
+     * Metadata about the glTF asset
+     */
+    interface IAsset extends IChildRootProperty {
+        /**
+         * A copyright message suitable for display to credit the content creator
+         */
+        copyright?: string;
+        /**
+         * Tool that generated this glTF model.  Useful for debugging
+         */
+        generator?: string;
+        /**
+         * The glTF version that this asset targets
+         */
+        version: string;
+        /**
+         * The minimum glTF version that this asset targets
+         */
+        minVersion?: string;
+    }
+    /**
+     * A buffer points to binary geometry, animation, or skins
+     */
+    interface IBuffer extends IChildRootProperty {
+        /**
+         * The uri of the buffer.  Relative paths are relative to the .gltf file.  Instead of referencing an external file, the uri can also be a data-uri
+         */
+        uri?: string;
+        /**
+         * The length of the buffer in bytes
+         */
+        byteLength: number;
+    }
+    /**
+     * A view into a buffer generally representing a subset of the buffer
+     */
+    interface IBufferView extends IChildRootProperty {
+        /**
+         * The index of the buffer
+         */
+        buffer: number;
+        /**
+         * The offset into the buffer in bytes
+         */
+        byteOffset?: number;
+        /**
+         * The lenth of the bufferView in bytes
+         */
+        byteLength: number;
+        /**
+         * The stride, in bytes
+         */
+        byteStride?: number;
+    }
+    /**
+     * An orthographic camera containing properties to create an orthographic projection matrix
+     */
+    interface ICameraOrthographic extends IProperty {
+        /**
+         * The floating-point horizontal magnification of the view. Must not be zero
+         */
+        xmag: number;
+        /**
+         * The floating-point vertical magnification of the view. Must not be zero
+         */
+        ymag: number;
+        /**
+         * The floating-point distance to the far clipping plane. zfar must be greater than znear
+         */
+        zfar: number;
+        /**
+         * The floating-point distance to the near clipping plane
+         */
+        znear: number;
+    }
+    /**
+     * A perspective camera containing properties to create a perspective projection matrix
+     */
+    interface ICameraPerspective extends IProperty {
+        /**
+         * The floating-point aspect ratio of the field of view
+         */
+        aspectRatio?: number;
+        /**
+         * The floating-point vertical field of view in radians
+         */
+        yfov: number;
+        /**
+         * The floating-point distance to the far clipping plane
+         */
+        zfar?: number;
+        /**
+         * The floating-point distance to the near clipping plane
+         */
+        znear: number;
+    }
+    /**
+     * A camera's projection.  A node can reference a camera to apply a transform to place the camera in the scene
+     */
+    interface ICamera extends IChildRootProperty {
+        /**
+         * An orthographic camera containing properties to create an orthographic projection matrix
+         */
+        orthographic?: ICameraOrthographic;
+        /**
+         * A perspective camera containing properties to create a perspective projection matrix
+         */
+        perspective?: ICameraPerspective;
+        /**
+         * Specifies if the camera uses a perspective or orthographic projection
+         */
+        type: CameraType;
+    }
+    /**
+     * Image data used to create a texture. Image can be referenced by URI or bufferView index. mimeType is required in the latter case
+     */
+    interface IImage extends IChildRootProperty {
+        /**
+         * The uri of the image.  Relative paths are relative to the .gltf file.  Instead of referencing an external file, the uri can also be a data-uri.  The image format must be jpg or png
+         */
+        uri?: string;
+        /**
+         * The image's MIME type
+         */
+        mimeType?: ImageMimeType;
+        /**
+         * The index of the bufferView that contains the image. Use this instead of the image's uri property
+         */
+        bufferView?: number;
+    }
+    /**
+     * Material Normal Texture Info
+     */
+    interface IMaterialNormalTextureInfo extends ITextureInfo {
+        /**
+         * The scalar multiplier applied to each normal vector of the normal texture
+         */
+        scale?: number;
+    }
+    /**
+     * Material Occlusion Texture Info
+     */
+    interface IMaterialOcclusionTextureInfo extends ITextureInfo {
+        /**
+         * A scalar multiplier controlling the amount of occlusion applied
+         */
+        strength?: number;
+    }
+    /**
+     * A set of parameter values that are used to define the metallic-roughness material model from Physically-Based Rendering (PBR) methodology
+     */
+    interface IMaterialPbrMetallicRoughness {
+        /**
+         * The material's base color factor
+         */
+        baseColorFactor?: number[];
+        /**
+         * The base color texture
+         */
+        baseColorTexture?: ITextureInfo;
+        /**
+         * The metalness of the material
+         */
+        metallicFactor?: number;
+        /**
+         * The roughness of the material
+         */
+        roughnessFactor?: number;
+        /**
+         * The metallic-roughness texture
+         */
+        metallicRoughnessTexture?: ITextureInfo;
+    }
+    /**
+     * The material appearance of a primitive
+     */
+    interface IMaterial extends IChildRootProperty {
+        /**
+         * A set of parameter values that are used to define the metallic-roughness material model from Physically-Based Rendering (PBR) methodology. When not specified, all the default values of pbrMetallicRoughness apply
+         */
+        pbrMetallicRoughness?: IMaterialPbrMetallicRoughness;
+        /**
+         * The normal map texture
+         */
+        normalTexture?: IMaterialNormalTextureInfo;
+        /**
+         * The occlusion map texture
+         */
+        occlusionTexture?: IMaterialOcclusionTextureInfo;
+        /**
+         * The emissive map texture
+         */
+        emissiveTexture?: ITextureInfo;
+        /**
+         * The RGB components of the emissive color of the material. These values are linear. If an emissiveTexture is specified, this value is multiplied with the texel values
+         */
+        emissiveFactor?: number[];
+        /**
+         * The alpha rendering mode of the material
+         */
+        alphaMode?: MaterialAlphaMode;
+        /**
+         * The alpha cutoff value of the material
+         */
+        alphaCutoff?: number;
+        /**
+         * Specifies whether the material is double sided
+         */
+        doubleSided?: boolean;
+    }
+    /**
+     * Geometry to be rendered with the given material
+     */
+    interface IMeshPrimitive extends IProperty {
+        /**
+         * A dictionary object, where each key corresponds to mesh attribute semantic and each value is the index of the accessor containing attribute's data
+         */
+        attributes: {
+            [name: string]: number;
+        };
+        /**
+         * The index of the accessor that contains the indices
+         */
+        indices?: number;
+        /**
+         * The index of the material to apply to this primitive when rendering
+         */
+        material?: number;
+        /**
+         * The type of primitives to render. All valid values correspond to WebGL enums
+         */
+        mode?: MeshPrimitiveMode;
+        /**
+         * An array of Morph Targets, each  Morph Target is a dictionary mapping attributes (only POSITION, NORMAL, and TANGENT supported) to their deviations in the Morph Target
+         */
+        targets?: {
+            [name: string]: number;
+        }[];
+    }
+    /**
+     * A set of primitives to be rendered.  A node can contain one mesh.  A node's transform places the mesh in the scene
+     */
+    interface IMesh extends IChildRootProperty {
+        /**
+         * An array of primitives, each defining geometry to be rendered with a material
+         */
+        primitives: IMeshPrimitive[];
+        /**
+         * Array of weights to be applied to the Morph Targets
+         */
+        weights?: number[];
+    }
+    /**
+     * A node in the node hierarchy
+     */
+    interface INode extends IChildRootProperty {
+        /**
+         * The index of the camera referenced by this node
+         */
+        camera?: number;
+        /**
+         * The indices of this node's children
+         */
+        children?: number[];
+        /**
+         * The index of the skin referenced by this node
+         */
+        skin?: number;
+        /**
+         * A floating-point 4x4 transformation matrix stored in column-major order
+         */
+        matrix?: number[];
+        /**
+         * The index of the mesh in this node
+         */
+        mesh?: number;
+        /**
+         * The node's unit quaternion rotation in the order (x, y, z, w), where w is the scalar
+         */
+        rotation?: number[];
+        /**
+         * The node's non-uniform scale, given as the scaling factors along the x, y, and z axes
+         */
+        scale?: number[];
+        /**
+         * The node's translation along the x, y, and z axes
+         */
+        translation?: number[];
+        /**
+         * The weights of the instantiated Morph Target. Number of elements must match number of Morph Targets of used mesh
+         */
+        weights?: number[];
+    }
+    /**
+     * Texture sampler properties for filtering and wrapping modes
+     */
+    interface ISampler extends IChildRootProperty {
+        /**
+         * Magnification filter.  Valid values correspond to WebGL enums: 9728 (NEAREST) and 9729 (LINEAR)
+         */
+        magFilter?: TextureMagFilter;
+        /**
+         * Minification filter.  All valid values correspond to WebGL enums
+         */
+        minFilter?: TextureMinFilter;
+        /**
+         * S (U) wrapping mode.  All valid values correspond to WebGL enums
+         */
+        wrapS?: TextureWrapMode;
+        /**
+         * T (V) wrapping mode.  All valid values correspond to WebGL enums
+         */
+        wrapT?: TextureWrapMode;
+    }
+    /**
+     * The root nodes of a scene
+     */
+    interface IScene extends IChildRootProperty {
+        /**
+         * The indices of each root node
+         */
+        nodes: number[];
+    }
+    /**
+     * Joints and matrices defining a skin
+     */
+    interface ISkin extends IChildRootProperty {
+        /**
+         * The index of the accessor containing the floating-point 4x4 inverse-bind matrices.  The default is that each matrix is a 4x4 identity matrix, which implies that inverse-bind matrices were pre-applied
+         */
+        inverseBindMatrices?: number;
+        /**
+         * The index of the node used as a skeleton root. When undefined, joints transforms resolve to scene root
+         */
+        skeleton?: number;
+        /**
+         * Indices of skeleton nodes, used as joints in this skin.  The array length must be the same as the count property of the inverseBindMatrices accessor (when defined)
+         */
+        joints: number[];
+    }
+    /**
+     * A texture and its sampler
+     */
+    interface ITexture extends IChildRootProperty {
+        /**
+         * The index of the sampler used by this texture. When undefined, a sampler with repeat wrapping and auto filtering should be used
+         */
+        sampler?: number;
+        /**
+         * The index of the image used by this texture
+         */
+        source: number;
+    }
+    /**
+     * Reference to a texture
+     */
+    interface ITextureInfo extends IProperty {
+        /**
+         * The index of the texture
+         */
+        index: number;
+        /**
+         * The set index of texture's TEXCOORD attribute used for texture coordinate mapping
+         */
+        texCoord?: number;
+    }
+    /**
+     * The root object for a glTF asset
+     */
+    interface IGLTF extends IProperty {
+        /**
+         * An array of accessors. An accessor is a typed view into a bufferView
+         */
+        accessors?: IAccessor[];
+        /**
+         * An array of keyframe animations
+         */
+        animations?: IAnimation[];
+        /**
+         * Metadata about the glTF asset
+         */
+        asset: IAsset;
+        /**
+         * An array of buffers.  A buffer points to binary geometry, animation, or skins
+         */
+        buffers?: IBuffer[];
+        /**
+         * An array of bufferViews.  A bufferView is a view into a buffer generally representing a subset of the buffer
+         */
+        bufferViews?: IBufferView[];
+        /**
+         * An array of cameras
+         */
+        cameras?: ICamera[];
+        /**
+         * Names of glTF extensions used somewhere in this asset
+         */
+        extensionsUsed?: string[];
+        /**
+         * Names of glTF extensions required to properly load this asset
+         */
+        extensionsRequired?: string[];
+        /**
+         * An array of images.  An image defines data used to create a texture
+         */
+        images?: IImage[];
+        /**
+         * An array of materials.  A material defines the appearance of a primitive
+         */
+        materials?: IMaterial[];
+        /**
+         * An array of meshes.  A mesh is a set of primitives to be rendered
+         */
+        meshes?: IMesh[];
+        /**
+         * An array of nodes
+         */
+        nodes?: INode[];
+        /**
+         * An array of samplers.  A sampler contains properties for texture filtering and wrapping modes
+         */
+        samplers?: ISampler[];
+        /**
+         * The index of the default scene
+         */
+        scene?: number;
+        /**
+         * An array of scenes
+         */
+        scenes?: IScene[];
+        /**
+         * An array of skins.  A skin is defined by joints and matrices
+         */
+        skins?: ISkin[];
+        /**
+         * An array of textures
+         */
+        textures?: ITexture[];
+    }
+
+    /**
+     * The glTF validation results
+     */
+    interface IGLTFValidationResults {
+        info: {
+            generator: string;
+            hasAnimations: boolean;
+            hasDefaultScene: boolean;
+            hasMaterials: boolean;
+            hasMorphTargets: boolean;
+            hasSkins: boolean;
+            hasTextures: boolean;
+            maxAttributesUsed: number;
+            primitivesCount: number
+        };
+        issues: {
+            messages: Array<string>;
+            numErrors: number;
+            numHints: number;
+            numInfos: number;
+            numWarnings: number;
+            truncated: boolean
+        };
+        mimeType: string;
+        uri: string;
+        validatedAt: string;
+        validatorVersion: string;
+    }
+
+    /**
+     * The glTF validation options
+     */
+    interface IGLTFValidationOptions {
+        uri?: string;
+        externalResourceFunction?: (uri: string) => Promise<Uint8Array>;
+        validateAccessorData?: boolean;
+        maxIssues?: number;
+        ignoredIssues?: Array<string>;
+        severityOverrides?: Object;
+    }
+
+    /**
+     * The glTF validator object
+     */
+    interface IGLTFValidator {
+        validateBytes: (data: Uint8Array, options?: IGLTFValidationOptions) => Promise<IGLTFValidationResults>;
+        validateString: (json: string, options?: IGLTFValidationOptions) => Promise<IGLTFValidationResults>;
+    }
+}

+ 25 - 0
dist/previous releases/4.0/gltf2Interface/package.json

@@ -0,0 +1,25 @@
+{
+    "name": "babylonjs-gltf2interface",
+    "description": "A typescript declaration of babylon's gltf2 inteface.",
+    "version": "4.0.3",
+    "repository": {
+        "type": "git",
+        "url": "https://github.com/BabylonJS/Babylon.js.git"
+    },
+    "files": [
+        "babylon.glTF2Interface.d.ts",
+        "package.json"
+    ],
+    "typings": "babylon.glTF2Interface.d.ts",
+    "keywords": [
+        "3D",
+        "javascript",
+        "html5",
+        "webgl",
+        "gltf2"
+    ],
+    "license": "Apache-2.0",
+    "engines": {
+        "node": "*"
+    }
+}

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+{
+    "author": {
+        "name": "David CATUHE"
+    },
+    "name": "babylonjs-gui",
+    "description": "The Babylon.js GUI library is an extension you can use to generate interactive user interface. It is build on top of the DynamicTexture.",
+    "version": "4.0.3",
+    "repository": {
+        "type": "git",
+        "url": "https://github.com/BabylonJS/Babylon.js.git"
+    },
+    "main": "babylon.gui.min.js",
+    "files": [
+        "babylon.gui.js",
+        "babylon.gui.js.map",
+        "babylon.gui.min.js",
+        "babylon.gui.module.d.ts",
+        "readme.md",
+        "package.json"
+    ],
+    "typings": "babylon.gui.module.d.ts",
+    "keywords": [
+        "3D",
+        "javascript",
+        "html5",
+        "webgl",
+        "gui"
+    ],
+    "license": "Apache-2.0",
+    "dependencies": {
+        "babylonjs": "4.0.3"
+    },
+    "engines": {
+        "node": "*"
+    }
+}

+ 31 - 0
dist/previous releases/4.0/gui/readme-es6.md

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+Babylon.js GUI module
+=====================
+
+For usage documentation please visit http://doc.babylonjs.com/overviews/gui
+
+# Installation instructions
+
+To install using npm :
+
+```
+npm install --save @babylonjs/core @babylonjs/gui
+```
+
+# How to use
+
+Afterwards it can be imported to the your project using:
+
+```
+import { AdvancedDynamicTexture } from '@babylonjs/gui/2D';
+```
+
+And used as usual:
+
+```
+// Some awesome code
+// Creates the post process
+let postProcess = new AdvancedDynamicTexture("adt", 128, 128, scene);
+// Some more awesome code
+```
+
+For more information you can have a look at our [our ES6 dedicated documentation](https://doc.babylonjs.com/features/es6_support).

+ 40 - 0
dist/previous releases/4.0/gui/readme.md

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+Babylon.js GUI module
+=====================
+
+For usage documentation please visit http://doc.babylonjs.com/overviews/gui
+
+# Installation instructions
+
+## CDN
+
+Compiled js files (minified and source) are offered on our public CDN here:
+
+* https://preview.babylonjs.com/gui/babylon.gui.js
+* https://preview.babylonjs.com/gui/babylon.gui.min.js
+
+## NPM
+
+To install using npm :
+
+```
+npm install --save babylonjs babylonjs-gui
+```
+
+If using TypeScript, the typing needs to be added to tsconfig.json:
+
+```
+    ....
+    "types": [
+        "babylonjs",
+        "babylonjs-gui"
+    ],
+    ....
+```
+
+Afterwards it can be imported to the project using:
+
+```
+import * as GUI from 'babylonjs-gui';
+```
+
+Using webpack to package your project will use the minified js file.

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+ 526 - 0
dist/previous releases/4.0/inspector/babylon.inspector.css

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+@import url(https://maxcdn.bootstrapcdn.com/font-awesome/4.6.3/css/font-awesome.min.css);
+@import url(https://fonts.googleapis.com/css?family=Inconsolata);
+
+@import url(https://maxcdn.bootstrapcdn.com/font-awesome/4.6.3/css/font-awesome.min.css);
+@import url(https://fonts.googleapis.com/css?family=Inconsolata);
+.insp-wrapper {
+  user-select: none;
+  display: flex;
+  font-size: 0.9em;
+  font-family: "Inconsolata", sans-serif;
+  background-color: #242424;
+  /**
+ * A tool contained in the tree panel (available for each item of the tree)
+ */
+  /**
+ * The toolbar contains : 
+ * - a refresh tool - refresh the whole panel
+ * - a popup tool - Open the inspector in a new panel
+ * ...
+ */
+  /*
+* 1. Set to 0 height and width, and remove border for a slider without a thumb
+*/ }
+  .insp-wrapper .gutter {
+    background-color: #2c2c2c; }
+    .insp-wrapper .gutter.gutter-vertical:not(.blocked) {
+      cursor: ns-resize; }
+    .insp-wrapper .gutter.gutter-horizontal:not(.blocked) {
+      cursor: ew-resize; }
+  .insp-wrapper .insp-right-panel {
+    width: 750px;
+    overflow-y: auto;
+    display: flex;
+    flex-direction: column;
+    flex-shrink: 0; }
+    .insp-wrapper .insp-right-panel.popupmode {
+      width: 100% !important; }
+    .insp-wrapper .insp-right-panel .top-panel {
+      width: 100%;
+      height: 100%;
+      position: relative;
+      background-color: #242424;
+      color: #ccc;
+      font-size: 1em; }
+      .insp-wrapper .insp-right-panel .top-panel .tab-panel-content {
+        width: 100%;
+        height: calc(100% - 40px); }
+      .insp-wrapper .insp-right-panel .top-panel .more-tabs-panel {
+        position: absolute;
+        z-index: 10;
+        top: 40px;
+        right: 0;
+        width: 100px;
+        display: none;
+        flex-direction: column;
+        align-items: center;
+        justify-content: center;
+        border: 1px solid #454545;
+        background-color: #242424; }
+        .insp-wrapper .insp-right-panel .top-panel .more-tabs-panel .invisible-tab {
+          height: 25px;
+          width: 100%;
+          line-height: 25px;
+          text-align: center;
+          background-color: #2c2c2c;
+          cursor: pointer; }
+          .insp-wrapper .insp-right-panel .top-panel .more-tabs-panel .invisible-tab:hover {
+            background-color: #383838; }
+          .insp-wrapper .insp-right-panel .top-panel .more-tabs-panel .invisible-tab:active {
+            background-color: #454545; }
+  .insp-wrapper .tooltip {
+    position: absolute;
+    top: 40px;
+    right: 0;
+    color: #f29766;
+    display: none;
+    z-index: 4;
+    font-family: "Inconsolata", sans-serif;
+    padding: 2px;
+    background-color: #242424;
+    border: 1px solid #454545; }
+  .insp-wrapper .treeTool {
+    margin: 3px 8px 3px 3px;
+    cursor: pointer;
+    position: relative; }
+    .insp-wrapper .treeTool:hover {
+      color: #5db0d7; }
+    .insp-wrapper .treeTool.active {
+      color: #5db0d7; }
+  .insp-wrapper .tab-panel {
+    height: 100%; }
+    .insp-wrapper .tab-panel.searchable {
+      height: calc(100% - 30px - 10px); }
+    .insp-wrapper .tab-panel .texture-image {
+      max-height: 400px; }
+    .insp-wrapper .tab-panel .scene-actions {
+      overflow-y: auto;
+      padding-left: 5px; }
+      .insp-wrapper .tab-panel .scene-actions .actions-title {
+        font-size: 1.1em;
+        padding-bottom: 10px;
+        border-bottom: 1px solid #5db0d7;
+        margin: 10px 0 10px 0; }
+      .insp-wrapper .tab-panel .scene-actions .defaut-action, .insp-wrapper .tab-panel .scene-actions .action-radio, .insp-wrapper .tab-panel .scene-actions .action {
+        height: 20px;
+        line-height: 20px;
+        width: 100%;
+        cursor: pointer; }
+        .insp-wrapper .tab-panel .scene-actions .defaut-action:hover, .insp-wrapper .tab-panel .scene-actions .action-radio:hover, .insp-wrapper .tab-panel .scene-actions .action:hover {
+          background-color: #2c2c2c; }
+        .insp-wrapper .tab-panel .scene-actions .defaut-action:active, .insp-wrapper .tab-panel .scene-actions .action-radio:active, .insp-wrapper .tab-panel .scene-actions .action:active {
+          background-color: #383838; }
+      .insp-wrapper .tab-panel .scene-actions .action-radio:before {
+        width: 1em;
+        height: 1em;
+        line-height: 1em;
+        display: inline-block;
+        font-family: 'FontAwesome', sans-serif;
+        content: "\f10c";
+        margin-right: 10px; }
+      .insp-wrapper .tab-panel .scene-actions .action-radio.active:before {
+        width: 1em;
+        height: 1em;
+        line-height: 1em;
+        display: inline-block;
+        font-family: 'FontAwesome', sans-serif;
+        content: "\f192";
+        color: #5db0d7;
+        margin-right: 10px; }
+      .insp-wrapper .tab-panel .scene-actions .action:before {
+        width: 1em;
+        height: 1em;
+        line-height: 1em;
+        display: inline-block;
+        font-family: 'FontAwesome', sans-serif;
+        content: "\f096";
+        margin-right: 10px; }
+      .insp-wrapper .tab-panel .scene-actions .action.active:before {
+        width: 1em;
+        height: 1em;
+        line-height: 1em;
+        display: inline-block;
+        font-family: 'FontAwesome', sans-serif;
+        content: "\f14a";
+        color: #5db0d7;
+        margin-right: 10px; }
+  .insp-wrapper .tab-panel .shader-tree-panel {
+    height: 30px; }
+    .insp-wrapper .tab-panel .shader-tree-panel select {
+      height: 30px;
+      background-color: transparent;
+      color: #ccc;
+      height: 30px;
+      width: 100%;
+      max-width: 300px;
+      padding-left: 15px;
+      border: 1px solid #2c2c2c;
+      outline: 1px solid #454545; }
+      .insp-wrapper .tab-panel .shader-tree-panel select option {
+        padding: 5px;
+        color: gray; }
+  .insp-wrapper .tab-panel .shader-panel {
+    min-height: 100px;
+    user-select: text;
+    box-sizing: border-box;
+    padding: 0 15px; }
+    .insp-wrapper .tab-panel .shader-panel pre {
+      margin: 0;
+      white-space: pre-wrap; }
+      .insp-wrapper .tab-panel .shader-panel pre code {
+        background-color: #242424 !important;
+        padding: 0;
+        margin: 0; }
+    .insp-wrapper .tab-panel .shader-panel .shader-panel-title {
+      height: 25px;
+      border-bottom: 1px solid #383838;
+      text-transform: uppercase;
+      line-height: 25px;
+      margin-bottom: 10px; }
+  .insp-wrapper .tab-panel .console-panel {
+    min-height: 100px;
+    user-select: text;
+    box-sizing: border-box;
+    padding: 0 15px; }
+    .insp-wrapper .tab-panel .console-panel .console-panel-title {
+      height: 25px;
+      border-bottom: 1px solid #383838;
+      text-transform: uppercase;
+      line-height: 25px;
+      margin-bottom: 10px; }
+    .insp-wrapper .tab-panel .console-panel .console-panel-content {
+      overflow-y: auto;
+      overflow-x: hidden;
+      height: calc(100% - 30px); }
+    .insp-wrapper .tab-panel .console-panel .defaut-line, .insp-wrapper .tab-panel .console-panel .log, .insp-wrapper .tab-panel .console-panel .warn, .insp-wrapper .tab-panel .console-panel .error, .insp-wrapper .tab-panel .console-panel .object {
+      word-wrap: break-word;
+      padding: 3px 0 3px 5px; }
+    .insp-wrapper .tab-panel .console-panel .caller {
+      padding: 3px 0 3px 0;
+      color: #349ccd; }
+    .insp-wrapper .tab-panel .console-panel .log {
+      color: white; }
+    .insp-wrapper .tab-panel .console-panel .warn {
+      color: orange; }
+    .insp-wrapper .tab-panel .console-panel .error {
+      color: orangered; }
+    .insp-wrapper .tab-panel .console-panel .object {
+      color: #5db0d7; }
+  .insp-wrapper .tab-panel.stats-panel {
+    overflow-y: auto; }
+  .insp-wrapper .tab-panel .stats-fps {
+    font-weight: 600;
+    color: #f29766; }
+  .insp-wrapper .tab-panel .stat-title1 {
+    font-size: 1.1em;
+    padding: 10px; }
+  .insp-wrapper .tab-panel .stat-title2 {
+    margin: 10px 0 10px 0;
+    font-size: 1.05em;
+    border-bottom: 1px solid #5db0d7;
+    box-sizing: border-box; }
+  .insp-wrapper .tab-panel .stat-label {
+    display: inline-block;
+    width: 80%;
+    padding: 2px;
+    background-color: #2c2c2c;
+    border-bottom: 1px solid #242424;
+    border-top: 1px solid #242424;
+    height: 30px;
+    line-height: 30px;
+    box-sizing: border-box; }
+  .insp-wrapper .tab-panel .stat-value {
+    display: inline-block;
+    width: 20%;
+    padding: 2px;
+    background-color: #2c2c2c;
+    border-top: 1px solid #242424;
+    border-bottom: 1px solid #242424;
+    height: 30px;
+    line-height: 30px;
+    box-sizing: border-box; }
+  .insp-wrapper .tab-panel .stat-infos {
+    width: 100%;
+    padding: 4px; }
+  .insp-wrapper .tab-panel .gltf-actions {
+    overflow-y: auto;
+    padding-left: 5px; }
+    .insp-wrapper .tab-panel .gltf-actions .gltf-title {
+      font-size: 1.1em;
+      padding-bottom: 10px;
+      border-bottom: 1px solid #5db0d7;
+      margin: 10px 0 10px 0; }
+    .insp-wrapper .tab-panel .gltf-actions .gltf-input {
+      background-color: #2c2c2c;
+      border: none;
+      outline: none;
+      font-family: "Inconsolata", sans-serif;
+      color: #b3b3b3;
+      padding: 5px;
+      margin: 0px 6px 0px 0; }
+      .insp-wrapper .tab-panel .gltf-actions .gltf-input:hover {
+        background-color: #383838; }
+    .insp-wrapper .tab-panel .gltf-actions .gltf-button {
+      background-color: #2c2c2c;
+      border: none;
+      outline: none;
+      font-family: "Inconsolata", sans-serif;
+      color: #ccc;
+      padding: 5px 10px;
+      margin: 0px 6px 0px 0; }
+      .insp-wrapper .tab-panel .gltf-actions .gltf-button:hover {
+        background-color: #383838; }
+      .insp-wrapper .tab-panel .gltf-actions .gltf-button:active {
+        background-color: #454545; }
+  .insp-wrapper .property-type {
+    color: #5db0d7; }
+  .insp-wrapper .property-name, .insp-wrapper .insp-details .base-row .prop-name, .insp-wrapper .insp-details .row .prop-name, .insp-wrapper .insp-details .header-row .prop-name {
+    color: #f29766; }
+  .insp-wrapper .insp-tree {
+    overflow-y: auto;
+    overflow-x: hidden;
+    height: calc(50% - 40px - 30px); }
+    .insp-wrapper .insp-tree .line {
+      padding: 3px;
+      cursor: pointer; }
+      .insp-wrapper .insp-tree .line:hover {
+        background-color: #2c2c2c; }
+      .insp-wrapper .insp-tree .line.active {
+        background-color: #454545; }
+        .insp-wrapper .insp-tree .line.active .line-content {
+          background-color: #242424; }
+      .insp-wrapper .insp-tree .line.unfolded:before {
+        width: 1em;
+        height: 1em;
+        line-height: 1em;
+        display: inline-block;
+        font-family: 'FontAwesome', sans-serif;
+        content: "\f078"; }
+      .insp-wrapper .insp-tree .line.folded:before {
+        width: 1em;
+        height: 1em;
+        line-height: 1em;
+        display: inline-block;
+        font-family: 'FontAwesome', sans-serif;
+        content: "\f054"; }
+      .insp-wrapper .insp-tree .line.unfolded.transformNode > span:first-of-type {
+        color: #f29766; }
+      .insp-wrapper .insp-tree .line.folded.transformNode > span:first-of-type {
+        color: #f29766; }
+      .insp-wrapper .insp-tree .line .line-content {
+        padding-left: 15px; }
+        .insp-wrapper .insp-tree .line .line-content:hover {
+          background-color: #242424; }
+        .insp-wrapper .insp-tree .line .line-content .line:hover:first-child {
+          background-color: #383838; }
+    .insp-wrapper .insp-tree .line_invisible {
+      display: none; }
+  .insp-wrapper .insp-details {
+    background-color: #242424;
+    overflow-y: auto;
+    overflow-x: auto;
+    color: #ccc;
+    font-family: "Inconsolata", sans-serif; }
+    .insp-wrapper .insp-details .details {
+      padding-left: 5px; }
+    .insp-wrapper .insp-details .base-row, .insp-wrapper .insp-details .row, .insp-wrapper .insp-details .header-row {
+      display: flex;
+      width: 100%; }
+      .insp-wrapper .insp-details .base-row .base-property, .insp-wrapper .insp-details .row .base-property, .insp-wrapper .insp-details .header-row .base-property, .insp-wrapper .insp-details .base-row .prop-name, .insp-wrapper .insp-details .row .prop-name, .insp-wrapper .insp-details .header-row .prop-name, .insp-wrapper .insp-details .base-row .prop-value, .insp-wrapper .insp-details .row .prop-value, .insp-wrapper .insp-details .header-row .prop-value {
+        padding: 2px 0 2px 0;
+        text-overflow: ellipsis;
+        white-space: nowrap;
+        overflow: hidden; }
+      .insp-wrapper .insp-details .base-row .prop-name, .insp-wrapper .insp-details .row .prop-name, .insp-wrapper .insp-details .header-row .prop-name {
+        width: 35%; }
+      .insp-wrapper .insp-details .base-row .prop-value, .insp-wrapper .insp-details .row .prop-value, .insp-wrapper .insp-details .header-row .prop-value {
+        width: 59%;
+        padding-left: 5px; }
+        .insp-wrapper .insp-details .base-row .prop-value.clickable, .insp-wrapper .insp-details .row .prop-value.clickable, .insp-wrapper .insp-details .header-row .prop-value.clickable {
+          cursor: pointer; }
+          .insp-wrapper .insp-details .base-row .prop-value.clickable:hover, .insp-wrapper .insp-details .row .prop-value.clickable:hover, .insp-wrapper .insp-details .header-row .prop-value.clickable:hover {
+            background-color: #383838; }
+          .insp-wrapper .insp-details .base-row .prop-value.clickable:after, .insp-wrapper .insp-details .row .prop-value.clickable:after, .insp-wrapper .insp-details .header-row .prop-value.clickable:after {
+            font-family: 'FontAwesome', sans-serif;
+            content: "\00a0 \00a0 \00a0 \f054"; }
+    .insp-wrapper .insp-details .row:nth-child(even) {
+      background-color: #2c2c2c; }
+    .insp-wrapper .insp-details .row.unfolded .prop-value.clickable:after {
+      font-family: 'FontAwesome', sans-serif;
+      content: "\00a0 \00a0 \00a0 \f078"; }
+    .insp-wrapper .insp-details .header-row {
+      background-color: #2c2c2c;
+      color: #ccc;
+      width: 100%;
+      max-width: 100%; }
+      .insp-wrapper .insp-details .header-row > * {
+        color: #ccc !important;
+        padding: 5px 0 5px 5px !important;
+        cursor: pointer; }
+        .insp-wrapper .insp-details .header-row > *:hover {
+          background-color: #383838; }
+      .insp-wrapper .insp-details .header-row .header-col {
+        display: flex;
+        justify-content: space-between;
+        align-items: center; }
+        .insp-wrapper .insp-details .header-row .header-col .sort-direction {
+          margin-right: 5px; }
+    .insp-wrapper .insp-details .element-viewer, .insp-wrapper .insp-details .color-element, .insp-wrapper .insp-details .texture-element {
+      position: relative;
+      width: 10px;
+      height: 10px;
+      display: inline-block;
+      margin-left: 5px; }
+    .insp-wrapper .insp-details .color-element {
+      width: 20px;
+      height: 15px; }
+    .insp-wrapper .insp-details .texture-element {
+      color: #f29766;
+      margin-left: 10px; }
+      .insp-wrapper .insp-details .texture-element .texture-viewer {
+        color: #ccc;
+        position: absolute;
+        z-index: 10;
+        bottom: 0;
+        right: 0;
+        display: block;
+        width: 150px;
+        height: 150px;
+        border: 1px solid #454545;
+        background-color: #242424;
+        transform: translateX(100%) translateY(100%);
+        display: none;
+        flex-direction: column;
+        justify-content: flex-start;
+        align-items: center; }
+        .insp-wrapper .insp-details .texture-element .texture-viewer .texture-viewer-img {
+          margin: 10px 0 10px 0;
+          max-width: 110px;
+          max-height: 110px; }
+  .insp-wrapper .tabbar {
+    height: 40px;
+    display: flex;
+    align-items: center;
+    border-bottom: 1px solid #383838;
+    width: 100%;
+    overflow-x: auto;
+    overflow-y: hidden;
+    box-sizing: border-box; }
+    .insp-wrapper .tabbar .tab {
+      height: calc(40px - 2px);
+      width: auto;
+      padding: 0 10px 0 10px;
+      color: #ccc;
+      line-height: 40px;
+      text-align: center;
+      cursor: pointer;
+      margin: 0 5px 0 5px;
+      box-sizing: border-box; }
+      .insp-wrapper .tabbar .tab:hover {
+        border-bottom: 1px solid #f29766;
+        background-color: #2c2c2c; }
+      .insp-wrapper .tabbar .tab:active {
+        background-color: #383838; }
+      .insp-wrapper .tabbar .tab.active {
+        border-bottom: 1px solid #f29766; }
+    .insp-wrapper .tabbar .more-tabs {
+      width: 40px;
+      height: 40px;
+      display: flex;
+      justify-content: center;
+      align-items: center;
+      cursor: pointer;
+      position: relative;
+      border-right: 1px solid #383838; }
+      .insp-wrapper .tabbar .more-tabs:hover {
+        background-color: #383838; }
+      .insp-wrapper .tabbar .more-tabs:active {
+        color: #f29766;
+        background-color: #454545; }
+      .insp-wrapper .tabbar .more-tabs.active {
+        color: #f29766; }
+  .insp-wrapper .toolbar {
+    display: flex; }
+    .insp-wrapper .toolbar .tool {
+      width: 40px;
+      height: 40px;
+      display: flex;
+      justify-content: center;
+      align-items: center;
+      cursor: pointer;
+      position: relative;
+      border-right: 1px solid #383838; }
+      .insp-wrapper .toolbar .tool:hover {
+        background-color: #383838; }
+      .insp-wrapper .toolbar .tool:active {
+        color: #f29766;
+        background-color: #454545; }
+      .insp-wrapper .toolbar .tool.active {
+        color: #f29766; }
+  .insp-wrapper .searchbar {
+    border: 1px solid #2c2c2c;
+    margin-bottom: 5px;
+    display: flex;
+    align-items: center;
+    color: #b3b3b3; }
+    .insp-wrapper .searchbar input {
+      background-color: #242424;
+      border: none;
+      width: 100%;
+      outline: none;
+      font-family: "Inconsolata", sans-serif;
+      color: #b3b3b3;
+      padding: 3px 0 3px 10px;
+      margin: 6px 0 6px 0; }
+  .insp-wrapper input[type="range"] {
+    margin: auto;
+    -webkit-appearance: none;
+    position: relative;
+    overflow: hidden;
+    height: 15px;
+    width: 50%;
+    cursor: pointer;
+    border-radius: 0;
+    /* iOS */ }
+  .insp-wrapper ::-webkit-slider-runnable-track {
+    background: #ddd; }
+  .insp-wrapper ::-webkit-slider-thumb {
+    -webkit-appearance: none;
+    width: 20px;
+    /* 1 */
+    height: 15px;
+    /* 1 */
+    background: #fff;
+    box-shadow: -100vw 0 0 100vw dodgerblue;
+    border: 0px solid #999;
+    /* 1 */ }
+  .insp-wrapper ::-moz-range-track {
+    height: 15px;
+    background: #ddd; }
+  .insp-wrapper ::-moz-range-thumb {
+    background: #fff;
+    height: 15px;
+    width: 20px;
+    border: 0px solid #999;
+    border-radius: 0 !important;
+    box-shadow: -100vw 0 0 100vw dodgerblue;
+    box-sizing: border-box; }
+  .insp-wrapper ::-ms-fill-lower {
+    background: dodgerblue; }
+  .insp-wrapper ::-ms-thumb {
+    background: #fff;
+    border: 0px solid #999;
+    height: 15px;
+    width: 20px;
+    box-sizing: border-box; }
+  .insp-wrapper ::-ms-ticks-after {
+    display: none; }
+  .insp-wrapper ::-ms-ticks-before {
+    display: none; }
+  .insp-wrapper ::-ms-track {
+    background: #ddd;
+    color: transparent;
+    height: 15px;
+    border: none; }
+  .insp-wrapper ::-ms-tooltip {
+    display: none; }

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dist/previous releases/4.0/inspector/babylon.inspector.d.ts


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dist/previous releases/4.0/inspector/babylon.inspector.js


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dist/previous releases/4.0/inspector/babylon.inspector.min.js


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dist/previous releases/4.0/inspector/babylon.inspector.module.d.ts


+ 43 - 0
dist/previous releases/4.0/inspector/package.json

@@ -0,0 +1,43 @@
+{
+    "author": {
+        "name": "David CATUHE"
+    },
+    "name": "babylonjs-inspector",
+    "description": "The Babylon.js inspector.",
+    "version": "4.0.3",
+    "repository": {
+        "type": "git",
+        "url": "https://github.com/BabylonJS/Babylon.js.git"
+    },
+    "main": "babylon.inspector.bundle.js",
+    "files": [
+        "babylon.inspector.bundle.max.js",
+        "babylon.inspector.bundle.max.js.map",
+        "babylon.inspector.bundle.js",
+        "babylon.inspector.module.d.ts",
+        "readme.md",
+        "package.json"
+    ],
+    "typings": "babylon.inspector.module.d.ts",
+    "keywords": [
+        "3D",
+        "javascript",
+        "html5",
+        "webgl",
+        "babylonjs",
+        "inspector"
+    ],
+    "license": "Apache-2.0",
+    "dependencies": {
+        "@types/react": "~16.7.3",
+        "@types/react-dom": "~16.0.9",
+        "babylonjs": "4.0.3",
+        "babylonjs-gui": "4.0.3",
+        "babylonjs-loaders": "4.0.3",
+        "babylonjs-serializers": "4.0.3",
+        "babylonjs-gltf2interface": "4.0.3"
+    },
+    "engines": {
+        "node": "*"
+    }
+}

+ 27 - 0
dist/previous releases/4.0/inspector/readme-es6.md

@@ -0,0 +1,27 @@
+Babylon.js inspector module
+=====================
+
+For usage documentation please visit http://doc.babylonjs.com/how_to/debug_layer.
+
+# Installation instructions
+
+To install using npm :
+
+```
+npm install --save-dev @babylonjs/core @babylonjs/inspector
+```
+
+# How to use
+
+Afterwards it can be imported to the your project using:
+
+```
+import "@babylonjs/core/Debug/debugLayer";
+import "@babylonjs/inspector";
+```
+
+The first line will ensure you can access the property debugLayer of the scene while the second will ensure the inspector can be used within your scene.
+
+This is a great example where code splitting or conditional loading could be use to ensure you are not delivering the inspector if not part of your final app.
+
+For more information you can have a look at our [our ES6 dedicated documentation](https://doc.babylonjs.com/features/es6_support).

+ 34 - 0
dist/previous releases/4.0/inspector/readme.md

@@ -0,0 +1,34 @@
+Babylon.js inspector module
+=====================
+
+For usage documentation please visit http://doc.babylonjs.com/how_to/debug_layer.
+
+# Installation instructions
+
+The inspector will be **automatically** (async) loaded when starting the debug layer, if not already included. So technically, nothing needs to be done!
+
+If you wish however to use a different version of the inspector or host it on your own, follow these instructions:
+
+## CDN
+
+The latest compiled js file is offered on our public CDN here:
+
+* https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js
+
+## NPM
+
+To install using npm :
+
+```
+npm install --save babylonjs babylonjs-inspector
+```
+Afterwards it can be imported to the project using:
+
+```
+import * as BABYLON from 'babylonjs';
+import 'babylonjs-inspector';
+```
+
+This will create a global INSPECTOR variable that will be used bay BabylonJS
+
+Webpack is supported.

+ 913 - 0
dist/previous releases/4.0/loaders/babylon.glTF1FileLoader.d.ts

@@ -0,0 +1,913 @@
+
+
+declare module BABYLON {
+    /**
+     * Mode that determines the coordinate system to use.
+     */
+    enum GLTFLoaderCoordinateSystemMode {
+        /**
+         * Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene.
+         */
+        AUTO = 0,
+        /**
+         * Sets the useRightHandedSystem flag on the scene.
+         */
+        FORCE_RIGHT_HANDED = 1
+    }
+    /**
+     * Mode that determines what animations will start.
+     */
+    enum GLTFLoaderAnimationStartMode {
+        /**
+         * No animation will start.
+         */
+        NONE = 0,
+        /**
+         * The first animation will start.
+         */
+        FIRST = 1,
+        /**
+         * All animations will start.
+         */
+        ALL = 2
+    }
+    /**
+     * Interface that contains the data for the glTF asset.
+     */
+    interface IGLTFLoaderData {
+        /**
+         * Object that represents the glTF JSON.
+         */
+        json: Object;
+        /**
+         * The BIN chunk of a binary glTF.
+         */
+        bin: Nullable<ArrayBufferView>;
+    }
+    /**
+     * Interface for extending the loader.
+     */
+    interface IGLTFLoaderExtension {
+        /**
+         * The name of this extension.
+         */
+        readonly name: string;
+        /**
+         * Defines whether this extension is enabled.
+         */
+        enabled: boolean;
+    }
+    /**
+     * Loader state.
+     */
+    enum GLTFLoaderState {
+        /**
+         * The asset is loading.
+         */
+        LOADING = 0,
+        /**
+         * The asset is ready for rendering.
+         */
+        READY = 1,
+        /**
+         * The asset is completely loaded.
+         */
+        COMPLETE = 2
+    }
+    /** @hidden */
+    interface IGLTFLoader extends IDisposable {
+        readonly state: Nullable<GLTFLoaderState>;
+        importMeshAsync: (meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string) => Promise<{
+            meshes: AbstractMesh[];
+            particleSystems: IParticleSystem[];
+            skeletons: Skeleton[];
+            animationGroups: AnimationGroup[];
+        }>;
+        loadAsync: (scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string) => Promise<void>;
+    }
+    /**
+     * File loader for loading glTF files into a scene.
+     */
+    class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
+        /** @hidden */
+        static _CreateGLTFLoaderV1: (parent: GLTFFileLoader) => IGLTFLoader;
+        /** @hidden */
+        static _CreateGLTFLoaderV2: (parent: GLTFFileLoader) => IGLTFLoader;
+        /**
+         * Raised when the asset has been parsed
+         */
+        onParsedObservable: Observable<IGLTFLoaderData>;
+        private _onParsedObserver;
+        /**
+         * Raised when the asset has been parsed
+         */
+        onParsed: (loaderData: IGLTFLoaderData) => void;
+        /**
+         * Set this property to false to disable incremental loading which delays the loader from calling the success callback until after loading the meshes and shaders.
+         * Textures always loads asynchronously. For example, the success callback can compute the bounding information of the loaded meshes when incremental loading is disabled.
+         * Defaults to true.
+         * @hidden
+         */
+        static IncrementalLoading: boolean;
+        /**
+         * Set this property to true in order to work with homogeneous coordinates, available with some converters and exporters.
+         * Defaults to false. See https://en.wikipedia.org/wiki/Homogeneous_coordinates.
+         * @hidden
+         */
+        static HomogeneousCoordinates: boolean;
+        /**
+         * The coordinate system mode. Defaults to AUTO.
+         */
+        coordinateSystemMode: GLTFLoaderCoordinateSystemMode;
+        /**
+        * The animation start mode. Defaults to FIRST.
+        */
+        animationStartMode: GLTFLoaderAnimationStartMode;
+        /**
+         * Defines if the loader should compile materials before raising the success callback. Defaults to false.
+         */
+        compileMaterials: boolean;
+        /**
+         * Defines if the loader should also compile materials with clip planes. Defaults to false.
+         */
+        useClipPlane: boolean;
+        /**
+         * Defines if the loader should compile shadow generators before raising the success callback. Defaults to false.
+         */
+        compileShadowGenerators: boolean;
+        /**
+         * Defines if the Alpha blended materials are only applied as coverage.
+         * If false, (default) The luminance of each pixel will reduce its opacity to simulate the behaviour of most physical materials.
+         * If true, no extra effects are applied to transparent pixels.
+         */
+        transparencyAsCoverage: boolean;
+        /**
+         * Function called before loading a url referenced by the asset.
+         */
+        preprocessUrlAsync: (url: string) => Promise<string>;
+        /**
+         * Observable raised when the loader creates a mesh after parsing the glTF properties of the mesh.
+         */
+        readonly onMeshLoadedObservable: Observable<AbstractMesh>;
+        private _onMeshLoadedObserver;
+        /**
+         * Callback raised when the loader creates a mesh after parsing the glTF properties of the mesh.
+         */
+        onMeshLoaded: (mesh: AbstractMesh) => void;
+        /**
+         * Observable raised when the loader creates a texture after parsing the glTF properties of the texture.
+         */
+        readonly onTextureLoadedObservable: Observable<BaseTexture>;
+        private _onTextureLoadedObserver;
+        /**
+         * Callback raised when the loader creates a texture after parsing the glTF properties of the texture.
+         */
+        onTextureLoaded: (texture: BaseTexture) => void;
+        /**
+         * Observable raised when the loader creates a material after parsing the glTF properties of the material.
+         */
+        readonly onMaterialLoadedObservable: Observable<Material>;
+        private _onMaterialLoadedObserver;
+        /**
+         * Callback raised when the loader creates a material after parsing the glTF properties of the material.
+         */
+        onMaterialLoaded: (material: Material) => void;
+        /**
+         * Observable raised when the loader creates a camera after parsing the glTF properties of the camera.
+         */
+        readonly onCameraLoadedObservable: Observable<Camera>;
+        private _onCameraLoadedObserver;
+        /**
+         * Callback raised when the loader creates a camera after parsing the glTF properties of the camera.
+         */
+        onCameraLoaded: (camera: Camera) => void;
+        /**
+         * Observable raised when the asset is completely loaded, immediately before the loader is disposed.
+         * For assets with LODs, raised when all of the LODs are complete.
+         * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise.
+         */
+        readonly onCompleteObservable: Observable<void>;
+        private _onCompleteObserver;
+        /**
+         * Callback raised when the asset is completely loaded, immediately before the loader is disposed.
+         * For assets with LODs, raised when all of the LODs are complete.
+         * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise.
+         */
+        onComplete: () => void;
+        /**
+         * Observable raised when an error occurs.
+         */
+        readonly onErrorObservable: Observable<any>;
+        private _onErrorObserver;
+        /**
+         * Callback raised when an error occurs.
+         */
+        onError: (reason: any) => void;
+        /**
+         * Observable raised after the loader is disposed.
+         */
+        readonly onDisposeObservable: Observable<void>;
+        private _onDisposeObserver;
+        /**
+         * Callback raised after the loader is disposed.
+         */
+        onDispose: () => void;
+        /**
+         * Observable raised after a loader extension is created.
+         * Set additional options for a loader extension in this event.
+         */
+        readonly onExtensionLoadedObservable: Observable<IGLTFLoaderExtension>;
+        private _onExtensionLoadedObserver;
+        /**
+         * Callback raised after a loader extension is created.
+         */
+        onExtensionLoaded: (extension: IGLTFLoaderExtension) => void;
+        /**
+         * Defines if the loader logging is enabled.
+         */
+        loggingEnabled: boolean;
+        /**
+         * Defines if the loader should capture performance counters.
+         */
+        capturePerformanceCounters: boolean;
+        /**
+         * Defines if the loader should validate the asset.
+         */
+        validate: boolean;
+        /**
+         * Observable raised after validation when validate is set to true. The event data is the result of the validation.
+         */
+        readonly onValidatedObservable: Observable<IGLTFValidationResults>;
+        private _onValidatedObserver;
+        /**
+         * Callback raised after a loader extension is created.
+         */
+        onValidated: (results: IGLTFValidationResults) => void;
+        private _loader;
+        /**
+         * Name of the loader ("gltf")
+         */
+        name: string;
+        /**
+         * Supported file extensions of the loader (.gltf, .glb)
+         */
+        extensions: ISceneLoaderPluginExtensions;
+        /**
+         * Disposes the loader, releases resources during load, and cancels any outstanding requests.
+         */
+        dispose(): void;
+        /** @hidden */
+        _clear(): void;
+        /**
+         * Imports one or more meshes from the loaded glTF data and adds them to the scene
+         * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
+         * @param scene the scene the meshes should be added to
+         * @param data the glTF data to load
+         * @param rootUrl root url to load from
+         * @param onProgress event that fires when loading progress has occured
+         * @param fileName Defines the name of the file to load
+         * @returns a promise containg the loaded meshes, particles, skeletons and animations
+         */
+        importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
+            meshes: AbstractMesh[];
+            particleSystems: IParticleSystem[];
+            skeletons: Skeleton[];
+            animationGroups: AnimationGroup[];
+        }>;
+        /**
+         * Imports all objects from the loaded glTF data and adds them to the scene
+         * @param scene the scene the objects should be added to
+         * @param data the glTF data to load
+         * @param rootUrl root url to load from
+         * @param onProgress event that fires when loading progress has occured
+         * @param fileName Defines the name of the file to load
+         * @returns a promise which completes when objects have been loaded to the scene
+         */
+        loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
+        /**
+         * Load into an asset container.
+         * @param scene The scene to load into
+         * @param data The data to import
+         * @param rootUrl The root url for scene and resources
+         * @param onProgress The callback when the load progresses
+         * @param fileName Defines the name of the file to load
+         * @returns The loaded asset container
+         */
+        loadAssetContainerAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
+        /**
+         * If the data string can be loaded directly.
+         * @param data string contianing the file data
+         * @returns if the data can be loaded directly
+         */
+        canDirectLoad(data: string): boolean;
+        /**
+         * Rewrites a url by combining a root url and response url.
+         */
+        rewriteRootURL: (rootUrl: string, responseURL?: string) => string;
+        /**
+         * Instantiates a glTF file loader plugin.
+         * @returns the created plugin
+         */
+        createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
+        /**
+         * The loader state or null if the loader is not active.
+         */
+        readonly loaderState: Nullable<GLTFLoaderState>;
+        /**
+         * Returns a promise that resolves when the asset is completely loaded.
+         * @returns a promise that resolves when the asset is completely loaded.
+         */
+        whenCompleteAsync(): Promise<void>;
+        private _parseAsync;
+        private _validateAsync;
+        private _getLoader;
+        private _unpackBinary;
+        private _unpackBinaryV1;
+        private _unpackBinaryV2;
+        private static _parseVersion;
+        private static _compareVersion;
+        private static _decodeBufferToText;
+        private static readonly _logSpaces;
+        private _logIndentLevel;
+        private _loggingEnabled;
+        /** @hidden */
+        _log: (message: string) => void;
+        /** @hidden */
+        _logOpen(message: string): void;
+        /** @hidden */
+        _logClose(): void;
+        private _logEnabled;
+        private _logDisabled;
+        private _capturePerformanceCounters;
+        /** @hidden */
+        _startPerformanceCounter: (counterName: string) => void;
+        /** @hidden */
+        _endPerformanceCounter: (counterName: string) => void;
+        private _startPerformanceCounterEnabled;
+        private _startPerformanceCounterDisabled;
+        private _endPerformanceCounterEnabled;
+        private _endPerformanceCounterDisabled;
+    }
+}
+
+
+declare module BABYLON.GLTF1 {
+    /**
+    * Enums
+    */
+    enum EComponentType {
+        BYTE = 5120,
+        UNSIGNED_BYTE = 5121,
+        SHORT = 5122,
+        UNSIGNED_SHORT = 5123,
+        FLOAT = 5126
+    }
+    enum EShaderType {
+        FRAGMENT = 35632,
+        VERTEX = 35633
+    }
+    enum EParameterType {
+        BYTE = 5120,
+        UNSIGNED_BYTE = 5121,
+        SHORT = 5122,
+        UNSIGNED_SHORT = 5123,
+        INT = 5124,
+        UNSIGNED_INT = 5125,
+        FLOAT = 5126,
+        FLOAT_VEC2 = 35664,
+        FLOAT_VEC3 = 35665,
+        FLOAT_VEC4 = 35666,
+        INT_VEC2 = 35667,
+        INT_VEC3 = 35668,
+        INT_VEC4 = 35669,
+        BOOL = 35670,
+        BOOL_VEC2 = 35671,
+        BOOL_VEC3 = 35672,
+        BOOL_VEC4 = 35673,
+        FLOAT_MAT2 = 35674,
+        FLOAT_MAT3 = 35675,
+        FLOAT_MAT4 = 35676,
+        SAMPLER_2D = 35678
+    }
+    enum ETextureWrapMode {
+        CLAMP_TO_EDGE = 33071,
+        MIRRORED_REPEAT = 33648,
+        REPEAT = 10497
+    }
+    enum ETextureFilterType {
+        NEAREST = 9728,
+        LINEAR = 9728,
+        NEAREST_MIPMAP_NEAREST = 9984,
+        LINEAR_MIPMAP_NEAREST = 9985,
+        NEAREST_MIPMAP_LINEAR = 9986,
+        LINEAR_MIPMAP_LINEAR = 9987
+    }
+    enum ETextureFormat {
+        ALPHA = 6406,
+        RGB = 6407,
+        RGBA = 6408,
+        LUMINANCE = 6409,
+        LUMINANCE_ALPHA = 6410
+    }
+    enum ECullingType {
+        FRONT = 1028,
+        BACK = 1029,
+        FRONT_AND_BACK = 1032
+    }
+    enum EBlendingFunction {
+        ZERO = 0,
+        ONE = 1,
+        SRC_COLOR = 768,
+        ONE_MINUS_SRC_COLOR = 769,
+        DST_COLOR = 774,
+        ONE_MINUS_DST_COLOR = 775,
+        SRC_ALPHA = 770,
+        ONE_MINUS_SRC_ALPHA = 771,
+        DST_ALPHA = 772,
+        ONE_MINUS_DST_ALPHA = 773,
+        CONSTANT_COLOR = 32769,
+        ONE_MINUS_CONSTANT_COLOR = 32770,
+        CONSTANT_ALPHA = 32771,
+        ONE_MINUS_CONSTANT_ALPHA = 32772,
+        SRC_ALPHA_SATURATE = 776
+    }
+    /**
+    * Interfaces
+    */
+    interface IGLTFProperty {
+        extensions?: {
+            [key: string]: any;
+        };
+        extras?: Object;
+    }
+    interface IGLTFChildRootProperty extends IGLTFProperty {
+        name?: string;
+    }
+    interface IGLTFAccessor extends IGLTFChildRootProperty {
+        bufferView: string;
+        byteOffset: number;
+        byteStride: number;
+        count: number;
+        type: string;
+        componentType: EComponentType;
+        max?: number[];
+        min?: number[];
+        name?: string;
+    }
+    interface IGLTFBufferView extends IGLTFChildRootProperty {
+        buffer: string;
+        byteOffset: number;
+        byteLength: number;
+        byteStride: number;
+        target?: number;
+    }
+    interface IGLTFBuffer extends IGLTFChildRootProperty {
+        uri: string;
+        byteLength?: number;
+        type?: string;
+    }
+    interface IGLTFShader extends IGLTFChildRootProperty {
+        uri: string;
+        type: EShaderType;
+    }
+    interface IGLTFProgram extends IGLTFChildRootProperty {
+        attributes: string[];
+        fragmentShader: string;
+        vertexShader: string;
+    }
+    interface IGLTFTechniqueParameter {
+        type: number;
+        count?: number;
+        semantic?: string;
+        node?: string;
+        value?: number | boolean | string | Array<any>;
+        source?: string;
+        babylonValue?: any;
+    }
+    interface IGLTFTechniqueCommonProfile {
+        lightingModel: string;
+        texcoordBindings: Object;
+        parameters?: Array<any>;
+    }
+    interface IGLTFTechniqueStatesFunctions {
+        blendColor?: number[];
+        blendEquationSeparate?: number[];
+        blendFuncSeparate?: number[];
+        colorMask: boolean[];
+        cullFace: number[];
+    }
+    interface IGLTFTechniqueStates {
+        enable: number[];
+        functions: IGLTFTechniqueStatesFunctions;
+    }
+    interface IGLTFTechnique extends IGLTFChildRootProperty {
+        parameters: {
+            [key: string]: IGLTFTechniqueParameter;
+        };
+        program: string;
+        attributes: {
+            [key: string]: string;
+        };
+        uniforms: {
+            [key: string]: string;
+        };
+        states: IGLTFTechniqueStates;
+    }
+    interface IGLTFMaterial extends IGLTFChildRootProperty {
+        technique?: string;
+        values: string[];
+    }
+    interface IGLTFMeshPrimitive extends IGLTFProperty {
+        attributes: {
+            [key: string]: string;
+        };
+        indices: string;
+        material: string;
+        mode?: number;
+    }
+    interface IGLTFMesh extends IGLTFChildRootProperty {
+        primitives: IGLTFMeshPrimitive[];
+    }
+    interface IGLTFImage extends IGLTFChildRootProperty {
+        uri: string;
+    }
+    interface IGLTFSampler extends IGLTFChildRootProperty {
+        magFilter?: number;
+        minFilter?: number;
+        wrapS?: number;
+        wrapT?: number;
+    }
+    interface IGLTFTexture extends IGLTFChildRootProperty {
+        sampler: string;
+        source: string;
+        format?: ETextureFormat;
+        internalFormat?: ETextureFormat;
+        target?: number;
+        type?: number;
+        babylonTexture?: Texture;
+    }
+    interface IGLTFAmbienLight {
+        color?: number[];
+    }
+    interface IGLTFDirectionalLight {
+        color?: number[];
+    }
+    interface IGLTFPointLight {
+        color?: number[];
+        constantAttenuation?: number;
+        linearAttenuation?: number;
+        quadraticAttenuation?: number;
+    }
+    interface IGLTFSpotLight {
+        color?: number[];
+        constantAttenuation?: number;
+        fallOfAngle?: number;
+        fallOffExponent?: number;
+        linearAttenuation?: number;
+        quadraticAttenuation?: number;
+    }
+    interface IGLTFLight extends IGLTFChildRootProperty {
+        type: string;
+    }
+    interface IGLTFCameraOrthographic {
+        xmag: number;
+        ymag: number;
+        zfar: number;
+        znear: number;
+    }
+    interface IGLTFCameraPerspective {
+        aspectRatio: number;
+        yfov: number;
+        zfar: number;
+        znear: number;
+    }
+    interface IGLTFCamera extends IGLTFChildRootProperty {
+        type: string;
+    }
+    interface IGLTFAnimationChannelTarget {
+        id: string;
+        path: string;
+    }
+    interface IGLTFAnimationChannel {
+        sampler: string;
+        target: IGLTFAnimationChannelTarget;
+    }
+    interface IGLTFAnimationSampler {
+        input: string;
+        output: string;
+        interpolation?: string;
+    }
+    interface IGLTFAnimation extends IGLTFChildRootProperty {
+        channels?: IGLTFAnimationChannel[];
+        parameters?: {
+            [key: string]: string;
+        };
+        samplers?: {
+            [key: string]: IGLTFAnimationSampler;
+        };
+    }
+    interface IGLTFNodeInstanceSkin {
+        skeletons: string[];
+        skin: string;
+        meshes: string[];
+    }
+    interface IGLTFSkins extends IGLTFChildRootProperty {
+        bindShapeMatrix: number[];
+        inverseBindMatrices: string;
+        jointNames: string[];
+        babylonSkeleton?: Skeleton;
+    }
+    interface IGLTFNode extends IGLTFChildRootProperty {
+        camera?: string;
+        children: string[];
+        skin?: string;
+        jointName?: string;
+        light?: string;
+        matrix: number[];
+        mesh?: string;
+        meshes?: string[];
+        rotation?: number[];
+        scale?: number[];
+        translation?: number[];
+        babylonNode?: Node;
+    }
+    interface IGLTFScene extends IGLTFChildRootProperty {
+        nodes: string[];
+    }
+    /**
+    * Runtime
+    */
+    interface IGLTFRuntime {
+        extensions: {
+            [key: string]: any;
+        };
+        accessors: {
+            [key: string]: IGLTFAccessor;
+        };
+        buffers: {
+            [key: string]: IGLTFBuffer;
+        };
+        bufferViews: {
+            [key: string]: IGLTFBufferView;
+        };
+        meshes: {
+            [key: string]: IGLTFMesh;
+        };
+        lights: {
+            [key: string]: IGLTFLight;
+        };
+        cameras: {
+            [key: string]: IGLTFCamera;
+        };
+        nodes: {
+            [key: string]: IGLTFNode;
+        };
+        images: {
+            [key: string]: IGLTFImage;
+        };
+        textures: {
+            [key: string]: IGLTFTexture;
+        };
+        shaders: {
+            [key: string]: IGLTFShader;
+        };
+        programs: {
+            [key: string]: IGLTFProgram;
+        };
+        samplers: {
+            [key: string]: IGLTFSampler;
+        };
+        techniques: {
+            [key: string]: IGLTFTechnique;
+        };
+        materials: {
+            [key: string]: IGLTFMaterial;
+        };
+        animations: {
+            [key: string]: IGLTFAnimation;
+        };
+        skins: {
+            [key: string]: IGLTFSkins;
+        };
+        currentScene?: Object;
+        scenes: {
+            [key: string]: IGLTFScene;
+        };
+        extensionsUsed: string[];
+        extensionsRequired?: string[];
+        buffersCount: number;
+        shaderscount: number;
+        scene: Scene;
+        rootUrl: string;
+        loadedBufferCount: number;
+        loadedBufferViews: {
+            [name: string]: ArrayBufferView;
+        };
+        loadedShaderCount: number;
+        importOnlyMeshes: boolean;
+        importMeshesNames?: string[];
+        dummyNodes: Node[];
+    }
+    /**
+    * Bones
+    */
+    interface INodeToRoot {
+        bone: Bone;
+        node: IGLTFNode;
+        id: string;
+    }
+    interface IJointNode {
+        node: IGLTFNode;
+        id: string;
+    }
+}
+
+
+declare module BABYLON.GLTF1 {
+    /**
+    * Implementation of the base glTF spec
+    */
+    class GLTFLoaderBase {
+        static CreateRuntime(parsedData: any, scene: Scene, rootUrl: string): IGLTFRuntime;
+        static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): void;
+        static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: Nullable<ArrayBufferView>) => void, onError: (message: string) => void): void;
+        static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: Nullable<ArrayBufferView>, onSuccess: (texture: Texture) => void, onError: (message: string) => void): void;
+        static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string | ArrayBuffer) => void, onError?: (message: string) => void): void;
+        static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): void;
+    }
+    /**
+    * glTF V1 Loader
+    */
+    class GLTFLoader implements IGLTFLoader {
+        static Extensions: {
+            [name: string]: GLTFLoaderExtension;
+        };
+        static RegisterExtension(extension: GLTFLoaderExtension): void;
+        state: Nullable<GLTFLoaderState>;
+        dispose(): void;
+        private _importMeshAsync;
+        /**
+        * Imports one or more meshes from a loaded gltf file and adds them to the scene
+        * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
+        * @param scene the scene the meshes should be added to
+        * @param data gltf data containing information of the meshes in a loaded file
+        * @param rootUrl root url to load from
+        * @param onProgress event that fires when loading progress has occured
+        * @returns a promise containg the loaded meshes, particles, skeletons and animations
+        */
+        importMeshAsync(meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise<{
+            meshes: AbstractMesh[];
+            particleSystems: IParticleSystem[];
+            skeletons: Skeleton[];
+            animationGroups: AnimationGroup[];
+        }>;
+        private _loadAsync;
+        /**
+        * Imports all objects from a loaded gltf file and adds them to the scene
+        * @param scene the scene the objects should be added to
+        * @param data gltf data containing information of the meshes in a loaded file
+        * @param rootUrl root url to load from
+        * @param onProgress event that fires when loading progress has occured
+        * @returns a promise which completes when objects have been loaded to the scene
+        */
+        loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise<void>;
+        private _loadShadersAsync;
+        private _loadBuffersAsync;
+        private _createNodes;
+    }
+}
+
+
+declare module BABYLON.GLTF1 {
+    /**
+    * Utils functions for GLTF
+    */
+    class GLTFUtils {
+        /**
+         * Sets the given "parameter" matrix
+         * @param scene: the Scene object
+         * @param source: the source node where to pick the matrix
+         * @param parameter: the GLTF technique parameter
+         * @param uniformName: the name of the shader's uniform
+         * @param shaderMaterial: the shader material
+         */
+        static SetMatrix(scene: Scene, source: Node, parameter: IGLTFTechniqueParameter, uniformName: string, shaderMaterial: ShaderMaterial | Effect): void;
+        /**
+         * Sets the given "parameter" matrix
+         * @param shaderMaterial: the shader material
+         * @param uniform: the name of the shader's uniform
+         * @param value: the value of the uniform
+         * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
+         */
+        static SetUniform(shaderMaterial: ShaderMaterial | Effect, uniform: string, value: any, type: number): boolean;
+        /**
+        * Returns the wrap mode of the texture
+        * @param mode: the mode value
+        */
+        static GetWrapMode(mode: number): number;
+        /**
+         * Returns the byte stride giving an accessor
+         * @param accessor: the GLTF accessor objet
+         */
+        static GetByteStrideFromType(accessor: IGLTFAccessor): number;
+        /**
+         * Returns the texture filter mode giving a mode value
+         * @param mode: the filter mode value
+         */
+        static GetTextureFilterMode(mode: number): ETextureFilterType;
+        static GetBufferFromBufferView(gltfRuntime: IGLTFRuntime, bufferView: IGLTFBufferView, byteOffset: number, byteLength: number, componentType: EComponentType): ArrayBufferView;
+        /**
+         * Returns a buffer from its accessor
+         * @param gltfRuntime: the GLTF runtime
+         * @param accessor: the GLTF accessor
+         */
+        static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any;
+        /**
+         * Decodes a buffer view into a string
+         * @param view: the buffer view
+         */
+        static DecodeBufferToText(view: ArrayBufferView): string;
+        /**
+         * Returns the default material of gltf. Related to
+         * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
+         * @param scene: the Babylon.js scene
+         */
+        static GetDefaultMaterial(scene: Scene): ShaderMaterial;
+        private static _DefaultMaterial;
+    }
+}
+
+
+declare module BABYLON.GLTF1 {
+    abstract class GLTFLoaderExtension {
+        private _name;
+        constructor(name: string);
+        readonly name: string;
+        /**
+        * Defines an override for loading the runtime
+        * Return true to stop further extensions from loading the runtime
+        */
+        loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (gltfRuntime: IGLTFRuntime) => void, onError?: (message: string) => void): boolean;
+        /**
+         * Defines an onverride for creating gltf runtime
+         * Return true to stop further extensions from creating the runtime
+         */
+        loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError?: (message: string) => void): boolean;
+        /**
+        * Defines an override for loading buffers
+        * Return true to stop further extensions from loading this buffer
+        */
+        loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): boolean;
+        /**
+        * Defines an override for loading texture buffers
+        * Return true to stop further extensions from loading this texture data
+        */
+        loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
+        /**
+        * Defines an override for creating textures
+        * Return true to stop further extensions from loading this texture
+        */
+        createTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: (message: string) => void): boolean;
+        /**
+        * Defines an override for loading shader strings
+        * Return true to stop further extensions from loading this shader data
+        */
+        loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: (message: string) => void): boolean;
+        /**
+        * Defines an override for loading materials
+        * Return true to stop further extensions from loading this material
+        */
+        loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean;
+        static LoadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (gltfRuntime: IGLTFRuntime) => void, onError?: (message: string) => void): void;
+        static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError?: (message: string) => void): void;
+        static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): void;
+        static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: (message: string) => void): void;
+        static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string | ArrayBuffer) => void, onError: (message: string) => void): void;
+        static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): void;
+        private static LoadTextureBufferAsync;
+        private static CreateTextureAsync;
+        private static ApplyExtensions;
+    }
+}
+
+
+declare module BABYLON.GLTF1 {
+    class GLTFBinaryExtension extends GLTFLoaderExtension {
+        private _bin;
+        constructor();
+        loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: (message: string) => void): boolean;
+        loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
+        loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
+        loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: (message: string) => void): boolean;
+    }
+}
+
+
+declare module BABYLON.GLTF1 {
+    class GLTFMaterialsCommonExtension extends GLTFLoaderExtension {
+        constructor();
+        loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: (message: string) => void): boolean;
+        loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean;
+        private _loadTexture;
+    }
+}

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dist/previous releases/4.0/loaders/babylon.objFileLoader.d.ts

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+
+declare module BABYLON {
+    /**
+     * Class reading and parsing the MTL file bundled with the obj file.
+     */
+    class MTLFileLoader {
+        materials: BABYLON.StandardMaterial[];
+        /**
+         * This function will read the mtl file and create each material described inside
+         * This function could be improve by adding :
+         * -some component missing (Ni, Tf...)
+         * -including the specific options available
+         *
+         * @param scene
+         * @param data
+         * @param rootUrl
+         */
+        parseMTL(scene: BABYLON.Scene, data: string | ArrayBuffer, rootUrl: string): void;
+        /**
+         * Gets the texture for the material.
+         *
+         * If the material is imported from input file,
+         * We sanitize the url to ensure it takes the textre from aside the material.
+         *
+         * @param rootUrl The root url to load from
+         * @param value The value stored in the mtl
+         * @return The Texture
+         */
+        private static _getTexture;
+    }
+    class OBJFileLoader implements ISceneLoaderPluginAsync {
+        static OPTIMIZE_WITH_UV: boolean;
+        static INVERT_Y: boolean;
+        name: string;
+        extensions: string;
+        obj: RegExp;
+        group: RegExp;
+        mtllib: RegExp;
+        usemtl: RegExp;
+        smooth: RegExp;
+        vertexPattern: RegExp;
+        normalPattern: RegExp;
+        uvPattern: RegExp;
+        facePattern1: RegExp;
+        facePattern2: RegExp;
+        facePattern3: RegExp;
+        facePattern4: RegExp;
+        facePattern5: RegExp;
+        /**
+         * Calls synchronously the MTL file attached to this obj.
+         * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
+         * Without this function materials are not displayed in the first frame (but displayed after).
+         * In consequence it is impossible to get material information in your HTML file
+         *
+         * @param url The URL of the MTL file
+         * @param rootUrl
+         * @param onSuccess Callback function to be called when the MTL file is loaded
+         * @private
+         */
+        private _loadMTL;
+        /**
+         * Imports one or more meshes from the loaded glTF data and adds them to the scene
+         * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
+         * @param scene the scene the meshes should be added to
+         * @param data the glTF data to load
+         * @param rootUrl root url to load from
+         * @param onProgress event that fires when loading progress has occured
+         * @param fileName Defines the name of the file to load
+         * @returns a promise containg the loaded meshes, particles, skeletons and animations
+         */
+        importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
+            meshes: AbstractMesh[];
+            particleSystems: IParticleSystem[];
+            skeletons: Skeleton[];
+            animationGroups: AnimationGroup[];
+        }>;
+        /**
+         * Imports all objects from the loaded glTF data and adds them to the scene
+         * @param scene the scene the objects should be added to
+         * @param data the glTF data to load
+         * @param rootUrl root url to load from
+         * @param onProgress event that fires when loading progress has occured
+         * @param fileName Defines the name of the file to load
+         * @returns a promise which completes when objects have been loaded to the scene
+         */
+        loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
+        /**
+         * Load into an asset container.
+         * @param scene The scene to load into
+         * @param data The data to import
+         * @param rootUrl The root url for scene and resources
+         * @param onProgress The callback when the load progresses
+         * @param fileName Defines the name of the file to load
+         * @returns The loaded asset container
+         */
+        loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
+        /**
+         * Read the OBJ file and create an Array of meshes.
+         * Each mesh contains all information given by the OBJ and the MTL file.
+         * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
+         *
+         * @param meshesNames
+         * @param scene BABYLON.Scene The scene where are displayed the data
+         * @param data String The content of the obj file
+         * @param rootUrl String The path to the folder
+         * @returns Array<AbstractMesh>
+         * @private
+         */
+        private _parseSolid;
+    }
+}

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dist/previous releases/4.0/loaders/babylon.stlFileLoader.d.ts

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+
+declare module BABYLON {
+    class STLFileLoader implements ISceneLoaderPlugin {
+        solidPattern: RegExp;
+        facetsPattern: RegExp;
+        normalPattern: RegExp;
+        vertexPattern: RegExp;
+        name: string;
+        extensions: ISceneLoaderPluginExtensions;
+        importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable<AbstractMesh[]>, particleSystems: Nullable<IParticleSystem[]>, skeletons: Nullable<Skeleton[]>): boolean;
+        load(scene: Scene, data: any, rootUrl: string): boolean;
+        loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
+        private isBinary;
+        private parseBinary;
+        private parseASCII;
+    }
+}

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+(function webpackUniversalModuleDefinition(root, factory) {
+	if(typeof exports === 'object' && typeof module === 'object')
+		module.exports = factory(require("babylonjs"));
+	else if(typeof define === 'function' && define.amd)
+		define("babylonjs-loaders", ["babylonjs"], factory);
+	else if(typeof exports === 'object')
+		exports["babylonjs-loaders"] = factory(require("babylonjs"));
+	else
+		root["LOADERS"] = factory(root["BABYLON"]);
+})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_observable__) {
+return /******/ (function(modules) { // webpackBootstrap
+/******/ 	// The module cache
+/******/ 	var installedModules = {};
+/******/
+/******/ 	// The require function
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+/******/ 		return module.exports;
+/******/ 	}
+/******/
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+/******/
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+/******/ 		if(!__webpack_require__.o(exports, name)) {
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+/******/ 		}
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+/******/ 	};
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+/******/ 		if((mode & 4) && typeof value === 'object' && value && value.__esModule) return value;
+/******/ 		var ns = Object.create(null);
+/******/ 		__webpack_require__.r(ns);
+/******/ 		Object.defineProperty(ns, 'default', { enumerable: true, value: value });
+/******/ 		if(mode & 2 && typeof value != 'string') for(var key in value) __webpack_require__.d(ns, key, function(key) { return value[key]; }.bind(null, key));
+/******/ 		return ns;
+/******/ 	};
+/******/
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+/******/ 			function getDefault() { return module['default']; } :
+/******/ 			function getModuleExports() { return module; };
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+/******/ 		return getter;
+/******/ 	};
+/******/
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+/******/
+/******/ 	// __webpack_public_path__
+/******/ 	__webpack_require__.p = "";
+/******/
+/******/
+/******/ 	// Load entry module and return exports
+/******/ 	return __webpack_require__(__webpack_require__.s = "./legacy/legacy-stlFileLoader.ts");
+/******/ })
+/************************************************************************/
+/******/ ({
+
+/***/ "../../node_modules/webpack/buildin/global.js":
+/*!***********************************!*\
+  !*** (webpack)/buildin/global.js ***!
+  \***********************************/
+/*! no static exports found */
+/***/ (function(module, exports) {
+
+var g;
+
+// This works in non-strict mode
+g = (function() {
+	return this;
+})();
+
+try {
+	// This works if eval is allowed (see CSP)
+	g = g || new Function("return this")();
+} catch (e) {
+	// This works if the window reference is available
+	if (typeof window === "object") g = window;
+}
+
+// g can still be undefined, but nothing to do about it...
+// We return undefined, instead of nothing here, so it's
+// easier to handle this case. if(!global) { ...}
+
+module.exports = g;
+
+
+/***/ }),
+
+/***/ "./STL/index.ts":
+/*!**********************!*\
+  !*** ./STL/index.ts ***!
+  \**********************/
+/*! exports provided: STLFileLoader */
+/***/ (function(module, __webpack_exports__, __webpack_require__) {
+
+"use strict";
+__webpack_require__.r(__webpack_exports__);
+/* harmony import */ var _stlFileLoader__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./stlFileLoader */ "./STL/stlFileLoader.ts");
+/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "STLFileLoader", function() { return _stlFileLoader__WEBPACK_IMPORTED_MODULE_0__["STLFileLoader"]; });
+
+
+
+
+/***/ }),
+
+/***/ "./STL/stlFileLoader.ts":
+/*!******************************!*\
+  !*** ./STL/stlFileLoader.ts ***!
+  \******************************/
+/*! exports provided: STLFileLoader */
+/***/ (function(module, __webpack_exports__, __webpack_require__) {
+
+"use strict";
+__webpack_require__.r(__webpack_exports__);
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "STLFileLoader", function() { return STLFileLoader; });
+/* harmony import */ var babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Misc/tools */ "babylonjs/Misc/observable");
+/* harmony import */ var babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__);
+
+
+
+
+
+/**
+ * STL file type loader.
+ * This is a babylon scene loader plugin.
+ */
+var STLFileLoader = /** @class */ (function () {
+    function STLFileLoader() {
+        /** @hidden */
+        this.solidPattern = /solid (\S*)([\S\s]*)endsolid[ ]*(\S*)/g;
+        /** @hidden */
+        this.facetsPattern = /facet([\s\S]*?)endfacet/g;
+        /** @hidden */
+        this.normalPattern = /normal[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g;
+        /** @hidden */
+        this.vertexPattern = /vertex[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g;
+        /**
+         * Defines the name of the plugin.
+         */
+        this.name = "stl";
+        /**
+         * Defines the extensions the stl loader is able to load.
+         * force data to come in as an ArrayBuffer
+         * we'll convert to string if it looks like it's an ASCII .stl
+         */
+        this.extensions = {
+            ".stl": { isBinary: true },
+        };
+    }
+    /**
+     * Import meshes into a scene.
+     * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
+     * @param scene The scene to import into
+     * @param data The data to import
+     * @param rootUrl The root url for scene and resources
+     * @param meshes The meshes array to import into
+     * @param particleSystems The particle systems array to import into
+     * @param skeletons The skeletons array to import into
+     * @param onError The callback when import fails
+     * @returns True if successful or false otherwise
+     */
+    STLFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
+        var matches;
+        if (typeof data !== "string") {
+            if (this._isBinary(data)) {
+                // binary .stl
+                var babylonMesh = new babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["Mesh"]("stlmesh", scene);
+                this._parseBinary(babylonMesh, data);
+                if (meshes) {
+                    meshes.push(babylonMesh);
+                }
+                return true;
+            }
+            // ASCII .stl
+            // convert to string
+            var array_buffer = new Uint8Array(data);
+            var str = '';
+            for (var i = 0; i < data.byteLength; i++) {
+                str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian
+            }
+            data = str;
+        }
+        //if arrived here, data is a string, containing the STLA data.
+        while (matches = this.solidPattern.exec(data)) {
+            var meshName = matches[1];
+            var meshNameFromEnd = matches[3];
+            if (meshName != meshNameFromEnd) {
+                babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["Tools"].Error("Error in STL, solid name != endsolid name");
+                return false;
+            }
+            // check meshesNames
+            if (meshesNames && meshName) {
+                if (meshesNames instanceof Array) {
+                    if (!meshesNames.indexOf(meshName)) {
+                        continue;
+                    }
+                }
+                else {
+                    if (meshName !== meshesNames) {
+                        continue;
+                    }
+                }
+            }
+            // stl mesh name can be empty as well
+            meshName = meshName || "stlmesh";
+            var babylonMesh = new babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["Mesh"](meshName, scene);
+            this._parseASCII(babylonMesh, matches[2]);
+            if (meshes) {
+                meshes.push(babylonMesh);
+            }
+        }
+        return true;
+    };
+    /**
+     * Load into a scene.
+     * @param scene The scene to load into
+     * @param data The data to import
+     * @param rootUrl The root url for scene and resources
+     * @param onError The callback when import fails
+     * @returns true if successful or false otherwise
+     */
+    STLFileLoader.prototype.load = function (scene, data, rootUrl) {
+        var result = this.importMesh(null, scene, data, rootUrl, null, null, null);
+        if (result) {
+            scene.createDefaultLight();
+            scene.createDefaultCameraOrLight();
+        }
+        return result;
+    };
+    /**
+     * Load into an asset container.
+     * @param scene The scene to load into
+     * @param data The data to import
+     * @param rootUrl The root url for scene and resources
+     * @param onError The callback when import fails
+     * @returns The loaded asset container
+     */
+    STLFileLoader.prototype.loadAssetContainer = function (scene, data, rootUrl, onError) {
+        var container = new babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["AssetContainer"](scene);
+        this.importMesh(null, scene, data, rootUrl, container.meshes, null, null);
+        container.removeAllFromScene();
+        return container;
+    };
+    STLFileLoader.prototype._isBinary = function (data) {
+        // check if file size is correct for binary stl
+        var faceSize, nFaces, reader;
+        reader = new DataView(data);
+        faceSize = (32 / 8 * 3) + ((32 / 8 * 3) * 3) + (16 / 8);
+        nFaces = reader.getUint32(80, true);
+        if (80 + (32 / 8) + (nFaces * faceSize) === reader.byteLength) {
+            return true;
+        }
+        // check characters higher than ASCII to confirm binary
+        var fileLength = reader.byteLength;
+        for (var index = 0; index < fileLength; index++) {
+            if (reader.getUint8(index) > 127) {
+                return true;
+            }
+        }
+        return false;
+    };
+    STLFileLoader.prototype._parseBinary = function (mesh, data) {
+        var reader = new DataView(data);
+        var faces = reader.getUint32(80, true);
+        var dataOffset = 84;
+        var faceLength = 12 * 4 + 2;
+        var offset = 0;
+        var positions = new Float32Array(faces * 3 * 3);
+        var normals = new Float32Array(faces * 3 * 3);
+        var indices = new Uint32Array(faces * 3);
+        var indicesCount = 0;
+        for (var face = 0; face < faces; face++) {
+            var start = dataOffset + face * faceLength;
+            var normalX = reader.getFloat32(start, true);
+            var normalY = reader.getFloat32(start + 4, true);
+            var normalZ = reader.getFloat32(start + 8, true);
+            for (var i = 1; i <= 3; i++) {
+                var vertexstart = start + i * 12;
+                // ordering is intentional to match ascii import
+                positions[offset] = reader.getFloat32(vertexstart, true);
+                positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);
+                positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);
+                normals[offset] = normalX;
+                normals[offset + 2] = normalY;
+                normals[offset + 1] = normalZ;
+                offset += 3;
+            }
+            indices[indicesCount] = indicesCount++;
+            indices[indicesCount] = indicesCount++;
+            indices[indicesCount] = indicesCount++;
+        }
+        mesh.setVerticesData(babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["VertexBuffer"].PositionKind, positions);
+        mesh.setVerticesData(babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["VertexBuffer"].NormalKind, normals);
+        mesh.setIndices(indices);
+        mesh.computeWorldMatrix(true);
+    };
+    STLFileLoader.prototype._parseASCII = function (mesh, solidData) {
+        var positions = [];
+        var normals = [];
+        var indices = [];
+        var indicesCount = 0;
+        //load facets, ignoring loop as the standard doesn't define it can contain more than vertices
+        var matches;
+        while (matches = this.facetsPattern.exec(solidData)) {
+            var facet = matches[1];
+            //one normal per face
+            var normalMatches = this.normalPattern.exec(facet);
+            this.normalPattern.lastIndex = 0;
+            if (!normalMatches) {
+                continue;
+            }
+            var normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];
+            var vertexMatch;
+            while (vertexMatch = this.vertexPattern.exec(facet)) {
+                positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));
+                normals.push(normal[0], normal[1], normal[2]);
+            }
+            indices.push(indicesCount++, indicesCount++, indicesCount++);
+            this.vertexPattern.lastIndex = 0;
+        }
+        this.facetsPattern.lastIndex = 0;
+        mesh.setVerticesData(babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["VertexBuffer"].PositionKind, positions);
+        mesh.setVerticesData(babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["VertexBuffer"].NormalKind, normals);
+        mesh.setIndices(indices);
+        mesh.computeWorldMatrix(true);
+    };
+    return STLFileLoader;
+}());
+
+if (babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["SceneLoader"]) {
+    babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["SceneLoader"].RegisterPlugin(new STLFileLoader());
+}
+
+
+/***/ }),
+
+/***/ "./legacy/legacy-stlFileLoader.ts":
+/*!****************************************!*\
+  !*** ./legacy/legacy-stlFileLoader.ts ***!
+  \****************************************/
+/*! exports provided: STLFileLoader */
+/***/ (function(module, __webpack_exports__, __webpack_require__) {
+
+"use strict";
+__webpack_require__.r(__webpack_exports__);
+/* WEBPACK VAR INJECTION */(function(global) {/* harmony import */ var _STL__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../STL */ "./STL/index.ts");
+/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "STLFileLoader", function() { return _STL__WEBPACK_IMPORTED_MODULE_0__["STLFileLoader"]; });
+
+
+/**
+ * This is the entry point for the UMD module.
+ * The entry point for a future ESM package should be index.ts
+ */
+var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);
+if (typeof globalObject !== "undefined") {
+    for (var key in _STL__WEBPACK_IMPORTED_MODULE_0__) {
+        globalObject.BABYLON[key] = _STL__WEBPACK_IMPORTED_MODULE_0__[key];
+    }
+}
+
+
+/* WEBPACK VAR INJECTION */}.call(this, __webpack_require__(/*! ./../../../node_modules/webpack/buildin/global.js */ "../../node_modules/webpack/buildin/global.js")))
+
+/***/ }),
+
+/***/ "babylonjs/Misc/observable":
+/*!****************************************************************************************************!*\
+  !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
+  \****************************************************************************************************/
+/*! no static exports found */
+/***/ (function(module, exports) {
+
+module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_observable__;
+
+/***/ })
+
+/******/ });
+});
+//# sourceMappingURL=babylon.stlFileLoader.js.map

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+ 37 - 0
dist/previous releases/4.0/loaders/package.json

@@ -0,0 +1,37 @@
+{
+    "author": {
+        "name": "David CATUHE"
+    },
+    "name": "babylonjs-loaders",
+    "description": "The Babylon.js file loaders library is an extension you can use to load different 3D file types into a Babylon scene.",
+    "version": "4.0.3",
+    "repository": {
+        "type": "git",
+        "url": "https://github.com/BabylonJS/Babylon.js.git"
+    },
+    "main": "babylonjs.loaders.min.js",
+    "files": [
+        "babylonjs.loaders.js.map",
+        "babylonjs.loaders.js",
+        "babylonjs.loaders.min.js",
+        "babylonjs.loaders.module.d.ts",
+        "readme.md",
+        "package.json"
+    ],
+    "typings": "babylonjs.loaders.module.d.ts",
+    "keywords": [
+        "3D",
+        "javascript",
+        "html5",
+        "webgl",
+        "loaders"
+    ],
+    "license": "Apache-2.0",
+    "dependencies": {
+        "babylonjs-gltf2interface": "4.0.3",
+        "babylonjs": "4.0.3"
+    },
+    "engines": {
+        "node": "*"
+    }
+}

+ 24 - 0
dist/previous releases/4.0/loaders/readme-es6.md

@@ -0,0 +1,24 @@
+Babylon.js Loaders module
+=====================
+
+For usage documentation please visit http://doc.babylonjs.com/extensions and choose "loaders".
+
+# Installation instructions
+
+To install using npm :
+
+```
+npm install --save-dev @babylonjs/core @babylonjs/loaders
+```
+
+# How to use
+
+Afterwards it can be imported to the your project using:
+
+```
+import "@babylonjs/loaders/glTF";
+```
+
+This will extend Babylon's loader plugins to allow the load of gltf and glb files.
+
+For more information you can have a look at our [our ES6 dedicated documentation](https://doc.babylonjs.com/features/es6_support).

+ 44 - 0
dist/previous releases/4.0/loaders/readme.md

@@ -0,0 +1,44 @@
+Babylon.js Loaders module
+=====================
+
+For usage documentation please visit http://doc.babylonjs.com/extensions and choose "loaders".
+
+# Installation instructions
+
+## CDN
+
+Compiled js files (minified and source) are offered on our public CDN here:
+
+* https://preview.babylonjs.com/loaders/babylonjs.loaders.js
+* https://preview.babylonjs.com/loaders/babylonjs.loaders.min.js
+
+## NPM
+
+To install using npm :
+
+```
+npm install --save babylonjs babylonjs-loaders
+```
+
+If using TypeScript, the typing needs to be added to tsconfig.json:
+
+```
+    ....
+    "types": [
+        "babylonjs",
+        "babylonjs-loaders",
+        ""
+    ],
+    ....
+```
+
+Afterwards it can be imported to the project using:
+
+```
+import * as BABYLON from 'babylonjs';
+import 'babylonjs-loaders';
+```
+
+This will extend Babylon's namespace with the loaders available.
+
+Using webpack to package your project will use the minified js file.

+ 280 - 0
dist/previous releases/4.0/materialsLibrary/babylon.backgroundMaterial.d.ts

@@ -0,0 +1,280 @@
+
+declare namespace BABYLON {
+    /**
+     * Background material
+     */
+    class BackgroundMaterial extends BABYLON.PushMaterial {
+        /**
+         * Key light Color (multiply against the R channel of the environement texture)
+         */
+        protected _primaryColor: Color3;
+        primaryColor: Color3;
+        /**
+         * Key light Level (allowing HDR output of the background)
+         */
+        protected _primaryLevel: float;
+        primaryLevel: float;
+        /**
+         * Secondary light Color (multiply against the G channel of the environement texture)
+         */
+        protected _secondaryColor: Color3;
+        secondaryColor: Color3;
+        /**
+         * Secondary light Level (allowing HDR output of the background)
+         */
+        protected _secondaryLevel: float;
+        secondaryLevel: float;
+        /**
+         * Tertiary light Color (multiply against the B channel of the environement texture)
+         */
+        protected _tertiaryColor: Color3;
+        tertiaryColor: Color3;
+        /**
+         * Tertiary light Level (allowing HDR output of the background)
+         */
+        protected _tertiaryLevel: float;
+        tertiaryLevel: float;
+        /**
+         * Reflection Texture used in the material.
+         * Should be author in a specific way for the best result (refer to the documentation).
+         */
+        protected _reflectionTexture: Nullable<BaseTexture>;
+        reflectionTexture: Nullable<BaseTexture>;
+        /**
+         * Reflection Texture level of blur.
+         *
+         * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
+         * texture twice.
+         */
+        protected _reflectionBlur: float;
+        reflectionBlur: float;
+        /**
+         * Diffuse Texture used in the material.
+         * Should be author in a specific way for the best result (refer to the documentation).
+         */
+        protected _diffuseTexture: Nullable<BaseTexture>;
+        diffuseTexture: Nullable<BaseTexture>;
+        /**
+         * Specify the list of lights casting shadow on the material.
+         * All scene shadow lights will be included if null.
+         */
+        protected _shadowLights: Nullable<IShadowLight[]>;
+        shadowLights: Nullable<IShadowLight[]>;
+        /**
+         * For the lights having a blurred shadow generator, this can add a second blur pass in order to reach
+         * soft lighting on the background.
+         */
+        protected _shadowBlurScale: int;
+        shadowBlurScale: int;
+        /**
+         * Helps adjusting the shadow to a softer level if required.
+         * 0 means black shadows and 1 means no shadows.
+         */
+        protected _shadowLevel: float;
+        shadowLevel: float;
+        /**
+         * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
+         * It is usually zero but might be interesting to modify according to your setup.
+         */
+        protected _sceneCenter: Vector3;
+        sceneCenter: Vector3;
+        /**
+         * This helps specifying that the material is falling off to the sky box at grazing angle.
+         * This helps ensuring a nice transition when the camera goes under the ground.
+         */
+        protected _opacityFresnel: boolean;
+        opacityFresnel: boolean;
+        /**
+         * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
+         * This helps adding a mirror texture on the ground.
+         */
+        protected _reflectionFresnel: boolean;
+        reflectionFresnel: boolean;
+        /**
+         * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
+         * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
+         */
+        protected _reflectionFalloffDistance: number;
+        reflectionFalloffDistance: number;
+        /**
+         * This specifies the weight of the reflection against the background in case of reflection Fresnel.
+         */
+        protected _reflectionAmount: number;
+        reflectionAmount: number;
+        /**
+         * This specifies the weight of the reflection at grazing angle.
+         */
+        protected _reflectionReflectance0: number;
+        reflectionReflectance0: number;
+        /**
+         * This specifies the weight of the reflection at a perpendicular point of view.
+         */
+        protected _reflectionReflectance90: number;
+        reflectionReflectance90: number;
+        /**
+         * Helps to directly use the maps channels instead of their level.
+         */
+        protected _useRGBColor: boolean;
+        useRGBColor: boolean;
+        /**
+         * Number of Simultaneous lights allowed on the material.
+         */
+        private _maxSimultaneousLights;
+        maxSimultaneousLights: int;
+        /**
+         * Default configuration related to image processing available in the Background Material.
+         */
+        protected _imageProcessingConfiguration: ImageProcessingConfiguration;
+        /**
+         * Keep track of the image processing observer to allow dispose and replace.
+         */
+        private _imageProcessingObserver;
+        /**
+         * Attaches a new image processing configuration to the PBR Material.
+         * @param configuration (if null the scene configuration will be use)
+         */
+        protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
+        /**
+         * Gets the image processing configuration used either in this material.
+         */
+        /**
+         * Sets the Default image processing configuration used either in the this material.
+         *
+         * If sets to null, the scene one is in use.
+         */
+        imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
+        /**
+         * Gets wether the color curves effect is enabled.
+         */
+        /**
+         * Sets wether the color curves effect is enabled.
+         */
+        cameraColorCurvesEnabled: boolean;
+        /**
+         * Gets wether the color grading effect is enabled.
+         */
+        /**
+         * Gets wether the color grading effect is enabled.
+         */
+        cameraColorGradingEnabled: boolean;
+        /**
+         * Gets wether tonemapping is enabled or not.
+         */
+        /**
+         * Sets wether tonemapping is enabled or not
+         */
+        cameraToneMappingEnabled: boolean;
+        /**
+         * The camera exposure used on this material.
+         * This property is here and not in the camera to allow controlling exposure without full screen post process.
+         * This corresponds to a photographic exposure.
+         */
+        /**
+         * The camera exposure used on this material.
+         * This property is here and not in the camera to allow controlling exposure without full screen post process.
+         * This corresponds to a photographic exposure.
+         */
+        cameraExposure: float;
+        /**
+         * Gets The camera contrast used on this material.
+         */
+        /**
+         * Sets The camera contrast used on this material.
+         */
+        cameraContrast: float;
+        /**
+         * Gets the Color Grading 2D Lookup Texture.
+         */
+        /**
+         * Sets the Color Grading 2D Lookup Texture.
+         */
+        cameraColorGradingTexture: Nullable<BaseTexture>;
+        /**
+         * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
+         * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
+         * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
+         * corresponding to low luminance, medium luminance, and high luminance areas respectively.
+         */
+        /**
+         * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
+         * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
+         * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
+         * corresponding to low luminance, medium luminance, and high luminance areas respectively.
+         */
+        cameraColorCurves: Nullable<ColorCurves>;
+        private _renderTargets;
+        private _reflectionControls;
+        /**
+         * constructor
+         * @param name The name of the material
+         * @param scene The scene to add the material to
+         */
+        constructor(name: string, scene: BABYLON.Scene);
+        /**
+         * The entire material has been created in order to prevent overdraw.
+         * @returns false
+         */
+        needAlphaTesting(): boolean;
+        /**
+         * The entire material has been created in order to prevent overdraw.
+         * @returns true if blending is enable
+         */
+        needAlphaBlending(): boolean;
+        /**
+         * Checks wether the material is ready to be rendered for a given mesh.
+         * @param mesh The mesh to render
+         * @param subMesh The submesh to check against
+         * @param useInstances Specify wether or not the material is used with instances
+         */
+        isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
+        /**
+         * Build the uniform buffer used in the material.
+         */
+        buildUniformLayout(): void;
+        /**
+         * Unbind the material.
+         */
+        unbind(): void;
+        /**
+         * Bind only the world matrix to the material.
+         * @param world The world matrix to bind.
+         */
+        bindOnlyWorldMatrix(world: Matrix): void;
+        /**
+         * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
+         * @param world The world matrix to bind.
+         * @param subMesh The submesh to bind for.
+         */
+        bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
+        /**
+         * Dispose the material.
+         * @forceDisposeEffect Force disposal of the associated effect.
+         * @forceDisposeTextures Force disposal of the associated textures.
+         */
+        dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
+        /**
+         * Clones the material.
+         * @name The cloned name.
+         * @returns The cloned material.
+         */
+        clone(name: string): BackgroundMaterial;
+        /**
+         * Serializes the current material to its JSON representation.
+         * @returns The JSON representation.
+         */
+        serialize(): any;
+        /**
+         * Gets the class name of the material
+         * @returns "BackgroundMaterial"
+         */
+        getClassName(): string;
+        /**
+         * Parse a JSON input to create back a background material.
+         * @param source
+         * @param scene
+         * @param rootUrl
+         * @returns the instantiated BackgroundMaterial.
+         */
+        static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
+    }
+}

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+ 920 - 0
dist/previous releases/4.0/materialsLibrary/babylon.backgroundMaterial.js


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+ 1 - 0
dist/previous releases/4.0/materialsLibrary/babylon.backgroundMaterial.min.js


+ 29 - 0
dist/previous releases/4.0/materialsLibrary/babylon.cellMaterial.d.ts

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+
+declare module BABYLON {
+    class CellMaterial extends PushMaterial {
+        private _diffuseTexture;
+        diffuseTexture: BaseTexture;
+        diffuseColor: Color3;
+        _computeHighLevel: boolean;
+        computeHighLevel: boolean;
+        private _disableLighting;
+        disableLighting: boolean;
+        private _maxSimultaneousLights;
+        maxSimultaneousLights: number;
+        private _renderId;
+        constructor(name: string, scene: Scene);
+        needAlphaBlending(): boolean;
+        needAlphaTesting(): boolean;
+        getAlphaTestTexture(): Nullable<BaseTexture>;
+        isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
+        bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
+        getAnimatables(): IAnimatable[];
+        getActiveTextures(): BaseTexture[];
+        hasTexture(texture: BaseTexture): boolean;
+        dispose(forceDisposeEffect?: boolean): void;
+        getClassName(): string;
+        clone(name: string): CellMaterial;
+        serialize(): any;
+        static Parse(source: any, scene: Scene, rootUrl: string): CellMaterial;
+    }
+}

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dist/previous releases/4.0/materialsLibrary/babylon.cellMaterial.js


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+ 1 - 0
dist/previous releases/4.0/materialsLibrary/babylon.cellMaterial.js.map


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+ 16 - 0
dist/previous releases/4.0/materialsLibrary/babylon.cellMaterial.min.js


+ 50 - 0
dist/previous releases/4.0/materialsLibrary/babylon.customMaterial.d.ts

@@ -0,0 +1,50 @@
+
+declare module BABYLON {
+    class CustomShaderStructure {
+        FragmentStore: string;
+        VertexStore: string;
+        constructor();
+    }
+    class ShaderSpecialParts {
+        constructor();
+        Fragment_Begin: string;
+        Fragment_Definitions: string;
+        Fragment_MainBegin: string;
+        Fragment_Custom_Diffuse: string;
+        Fragment_Custom_Alpha: string;
+        Fragment_Before_FragColor: string;
+        Vertex_Begin: string;
+        Vertex_Definitions: string;
+        Vertex_MainBegin: string;
+        Vertex_Before_PositionUpdated: string;
+        Vertex_Before_NormalUpdated: string;
+    }
+    class CustomMaterial extends StandardMaterial {
+        static ShaderIndexer: number;
+        CustomParts: ShaderSpecialParts;
+        _isCreatedShader: boolean;
+        _createdShaderName: string;
+        _customUniform: string[];
+        _newUniforms: string[];
+        _newUniformInstances: any[];
+        _newSamplerInstances: Texture[];
+        FragmentShader: string;
+        VertexShader: string;
+        AttachAfterBind(mesh: Mesh, effect: Effect): void;
+        ReviewUniform(name: string, arr: string[]): string[];
+        Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines): string;
+        constructor(name: string, scene: Scene);
+        AddUniform(name: string, kind: string, param: any): CustomMaterial;
+        Fragment_Begin(shaderPart: string): CustomMaterial;
+        Fragment_Definitions(shaderPart: string): CustomMaterial;
+        Fragment_MainBegin(shaderPart: string): CustomMaterial;
+        Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial;
+        Fragment_Custom_Alpha(shaderPart: string): CustomMaterial;
+        Fragment_Before_FragColor(shaderPart: string): CustomMaterial;
+        Vertex_Begin(shaderPart: string): CustomMaterial;
+        Vertex_Definitions(shaderPart: string): CustomMaterial;
+        Vertex_MainBegin(shaderPart: string): CustomMaterial;
+        Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial;
+        Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial;
+    }
+}

+ 846 - 0
dist/previous releases/4.0/materialsLibrary/babylon.customMaterial.js

@@ -0,0 +1,846 @@
+(function webpackUniversalModuleDefinition(root, factory) {
+	if(typeof exports === 'object' && typeof module === 'object')
+		module.exports = factory(require("babylonjs"));
+	else if(typeof define === 'function' && define.amd)
+		define("babylonjs-materials", ["babylonjs"], factory);
+	else if(typeof exports === 'object')
+		exports["babylonjs-materials"] = factory(require("babylonjs"));
+	else
+		root["MATERIALS"] = factory(root["BABYLON"]);
+})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__) {
+return /******/ (function(modules) { // webpackBootstrap
+/******/ 	// The module cache
+/******/ 	var installedModules = {};
+/******/
+/******/ 	// The require function
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+/******/
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+/******/ 		if(installedModules[moduleId]) {
+/******/ 			return installedModules[moduleId].exports;
+/******/ 		}
+/******/ 		// Create a new module (and put it into the cache)
+/******/ 		var module = installedModules[moduleId] = {
+/******/ 			i: moduleId,
+/******/ 			l: false,
+/******/ 			exports: {}
+/******/ 		};
+/******/
+/******/ 		// Execute the module function
+/******/ 		modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
+/******/
+/******/ 		// Flag the module as loaded
+/******/ 		module.l = true;
+/******/
+/******/ 		// Return the exports of the module
+/******/ 		return module.exports;
+/******/ 	}
+/******/
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+/******/ 	// expose the modules object (__webpack_modules__)
+/******/ 	__webpack_require__.m = modules;
+/******/
+/******/ 	// expose the module cache
+/******/ 	__webpack_require__.c = installedModules;
+/******/
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+/******/ 	__webpack_require__.d = function(exports, name, getter) {
+/******/ 		if(!__webpack_require__.o(exports, name)) {
+/******/ 			Object.defineProperty(exports, name, { enumerable: true, get: getter });
+/******/ 		}
+/******/ 	};
+/******/
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+/******/ 	__webpack_require__.r = function(exports) {
+/******/ 		if(typeof Symbol !== 'undefined' && Symbol.toStringTag) {
+/******/ 			Object.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });
+/******/ 		}
+/******/ 		Object.defineProperty(exports, '__esModule', { value: true });
+/******/ 	};
+/******/
+/******/ 	// create a fake namespace object
+/******/ 	// mode & 1: value is a module id, require it
+/******/ 	// mode & 2: merge all properties of value into the ns
+/******/ 	// mode & 4: return value when already ns object
+/******/ 	// mode & 8|1: behave like require
+/******/ 	__webpack_require__.t = function(value, mode) {
+/******/ 		if(mode & 1) value = __webpack_require__(value);
+/******/ 		if(mode & 8) return value;
+/******/ 		if((mode & 4) && typeof value === 'object' && value && value.__esModule) return value;
+/******/ 		var ns = Object.create(null);
+/******/ 		__webpack_require__.r(ns);
+/******/ 		Object.defineProperty(ns, 'default', { enumerable: true, value: value });
+/******/ 		if(mode & 2 && typeof value != 'string') for(var key in value) __webpack_require__.d(ns, key, function(key) { return value[key]; }.bind(null, key));
+/******/ 		return ns;
+/******/ 	};
+/******/
+/******/ 	// getDefaultExport function for compatibility with non-harmony modules
+/******/ 	__webpack_require__.n = function(module) {
+/******/ 		var getter = module && module.__esModule ?
+/******/ 			function getDefault() { return module['default']; } :
+/******/ 			function getModuleExports() { return module; };
+/******/ 		__webpack_require__.d(getter, 'a', getter);
+/******/ 		return getter;
+/******/ 	};
+/******/
+/******/ 	// Object.prototype.hasOwnProperty.call
+/******/ 	__webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };
+/******/
+/******/ 	// __webpack_public_path__
+/******/ 	__webpack_require__.p = "";
+/******/
+/******/
+/******/ 	// Load entry module and return exports
+/******/ 	return __webpack_require__(__webpack_require__.s = "./legacy/legacy-custom.ts");
+/******/ })
+/************************************************************************/
+/******/ ({
+
+/***/ "../../node_modules/tslib/tslib.es6.js":
+/*!***********************************************************!*\
+  !*** D:/Repos/Babylon.js/node_modules/tslib/tslib.es6.js ***!
+  \***********************************************************/
+/*! exports provided: __extends, __assign, __rest, __decorate, __param, __metadata, __awaiter, __generator, __exportStar, __values, __read, __spread, __await, __asyncGenerator, __asyncDelegator, __asyncValues, __makeTemplateObject, __importStar, __importDefault */
+/***/ (function(module, __webpack_exports__, __webpack_require__) {
+
+"use strict";
+__webpack_require__.r(__webpack_exports__);
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__extends", function() { return __extends; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__assign", function() { return __assign; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__rest", function() { return __rest; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__decorate", function() { return __decorate; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__param", function() { return __param; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__metadata", function() { return __metadata; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__awaiter", function() { return __awaiter; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__generator", function() { return __generator; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__exportStar", function() { return __exportStar; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__values", function() { return __values; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__read", function() { return __read; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__spread", function() { return __spread; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__await", function() { return __await; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__asyncGenerator", function() { return __asyncGenerator; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__asyncDelegator", function() { return __asyncDelegator; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__asyncValues", function() { return __asyncValues; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__makeTemplateObject", function() { return __makeTemplateObject; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__importStar", function() { return __importStar; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__importDefault", function() { return __importDefault; });
+/*! *****************************************************************************
+Copyright (c) Microsoft Corporation. All rights reserved.
+Licensed under the Apache License, Version 2.0 (the "License"); you may not use
+this file except in compliance with the License. You may obtain a copy of the
+License at http://www.apache.org/licenses/LICENSE-2.0
+
+THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
+KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED
+WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,
+MERCHANTABLITY OR NON-INFRINGEMENT.
+
+See the Apache Version 2.0 License for specific language governing permissions
+and limitations under the License.
+***************************************************************************** */
+/* global Reflect, Promise */
+
+var extendStatics = function(d, b) {
+    extendStatics = Object.setPrototypeOf ||
+        ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
+        function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
+    return extendStatics(d, b);
+};
+
+function __extends(d, b) {
+    extendStatics(d, b);
+    function __() { this.constructor = d; }
+    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
+}
+
+var __assign = function() {
+    __assign = Object.assign || function __assign(t) {
+        for (var s, i = 1, n = arguments.length; i < n; i++) {
+            s = arguments[i];
+            for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];
+        }
+        return t;
+    }
+    return __assign.apply(this, arguments);
+}
+
+function __rest(s, e) {
+    var t = {};
+    for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)
+        t[p] = s[p];
+    if (s != null && typeof Object.getOwnPropertySymbols === "function")
+        for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) if (e.indexOf(p[i]) < 0)
+            t[p[i]] = s[p[i]];
+    return t;
+}
+
+function __decorate(decorators, target, key, desc) {
+    var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
+    if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
+    else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
+    return c > 3 && r && Object.defineProperty(target, key, r), r;
+}
+
+function __param(paramIndex, decorator) {
+    return function (target, key) { decorator(target, key, paramIndex); }
+}
+
+function __metadata(metadataKey, metadataValue) {
+    if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(metadataKey, metadataValue);
+}
+
+function __awaiter(thisArg, _arguments, P, generator) {
+    return new (P || (P = Promise))(function (resolve, reject) {
+        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
+        function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
+        function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
+        step((generator = generator.apply(thisArg, _arguments || [])).next());
+    });
+}
+
+function __generator(thisArg, body) {
+    var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
+    return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
+    function verb(n) { return function (v) { return step([n, v]); }; }
+    function step(op) {
+        if (f) throw new TypeError("Generator is already executing.");
+        while (_) try {
+            if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
+            if (y = 0, t) op = [op[0] & 2, t.value];
+            switch (op[0]) {
+                case 0: case 1: t = op; break;
+                case 4: _.label++; return { value: op[1], done: false };
+                case 5: _.label++; y = op[1]; op = [0]; continue;
+                case 7: op = _.ops.pop(); _.trys.pop(); continue;
+                default:
+                    if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
+                    if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
+                    if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
+                    if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
+                    if (t[2]) _.ops.pop();
+                    _.trys.pop(); continue;
+            }
+            op = body.call(thisArg, _);
+        } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
+        if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
+    }
+}
+
+function __exportStar(m, exports) {
+    for (var p in m) if (!exports.hasOwnProperty(p)) exports[p] = m[p];
+}
+
+function __values(o) {
+    var m = typeof Symbol === "function" && o[Symbol.iterator], i = 0;
+    if (m) return m.call(o);
+    return {
+        next: function () {
+            if (o && i >= o.length) o = void 0;
+            return { value: o && o[i++], done: !o };
+        }
+    };
+}
+
+function __read(o, n) {
+    var m = typeof Symbol === "function" && o[Symbol.iterator];
+    if (!m) return o;
+    var i = m.call(o), r, ar = [], e;
+    try {
+        while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);
+    }
+    catch (error) { e = { error: error }; }
+    finally {
+        try {
+            if (r && !r.done && (m = i["return"])) m.call(i);
+        }
+        finally { if (e) throw e.error; }
+    }
+    return ar;
+}
+
+function __spread() {
+    for (var ar = [], i = 0; i < arguments.length; i++)
+        ar = ar.concat(__read(arguments[i]));
+    return ar;
+}
+
+function __await(v) {
+    return this instanceof __await ? (this.v = v, this) : new __await(v);
+}
+
+function __asyncGenerator(thisArg, _arguments, generator) {
+    if (!Symbol.asyncIterator) throw new TypeError("Symbol.asyncIterator is not defined.");
+    var g = generator.apply(thisArg, _arguments || []), i, q = [];
+    return i = {}, verb("next"), verb("throw"), verb("return"), i[Symbol.asyncIterator] = function () { return this; }, i;
+    function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }
+    function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }
+    function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }
+    function fulfill(value) { resume("next", value); }
+    function reject(value) { resume("throw", value); }
+    function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }
+}
+
+function __asyncDelegator(o) {
+    var i, p;
+    return i = {}, verb("next"), verb("throw", function (e) { throw e; }), verb("return"), i[Symbol.iterator] = function () { return this; }, i;
+    function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: n === "return" } : f ? f(v) : v; } : f; }
+}
+
+function __asyncValues(o) {
+    if (!Symbol.asyncIterator) throw new TypeError("Symbol.asyncIterator is not defined.");
+    var m = o[Symbol.asyncIterator], i;
+    return m ? m.call(o) : (o = typeof __values === "function" ? __values(o) : o[Symbol.iterator](), i = {}, verb("next"), verb("throw"), verb("return"), i[Symbol.asyncIterator] = function () { return this; }, i);
+    function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }
+    function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }
+}
+
+function __makeTemplateObject(cooked, raw) {
+    if (Object.defineProperty) { Object.defineProperty(cooked, "raw", { value: raw }); } else { cooked.raw = raw; }
+    return cooked;
+};
+
+function __importStar(mod) {
+    if (mod && mod.__esModule) return mod;
+    var result = {};
+    if (mod != null) for (var k in mod) if (Object.hasOwnProperty.call(mod, k)) result[k] = mod[k];
+    result.default = mod;
+    return result;
+}
+
+function __importDefault(mod) {
+    return (mod && mod.__esModule) ? mod : { default: mod };
+}
+
+
+/***/ }),
+
+/***/ "../../node_modules/webpack/buildin/global.js":
+/*!***********************************!*\
+  !*** (webpack)/buildin/global.js ***!
+  \***********************************/
+/*! no static exports found */
+/***/ (function(module, exports) {
+
+var g;
+
+// This works in non-strict mode
+g = (function() {
+	return this;
+})();
+
+try {
+	// This works if eval is allowed (see CSP)
+	g = g || new Function("return this")();
+} catch (e) {
+	// This works if the window reference is available
+	if (typeof window === "object") g = window;
+}
+
+// g can still be undefined, but nothing to do about it...
+// We return undefined, instead of nothing here, so it's
+// easier to handle this case. if(!global) { ...}
+
+module.exports = g;
+
+
+/***/ }),
+
+/***/ "./custom/customMaterial.ts":
+/*!**********************************!*\
+  !*** ./custom/customMaterial.ts ***!
+  \**********************************/
+/*! exports provided: CustomShaderStructure, ShaderSpecialParts, CustomMaterial */
+/***/ (function(module, __webpack_exports__, __webpack_require__) {
+
+"use strict";
+__webpack_require__.r(__webpack_exports__);
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CustomShaderStructure", function() { return CustomShaderStructure; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShaderSpecialParts", function() { return ShaderSpecialParts; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CustomMaterial", function() { return CustomMaterial; });
+/* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__);
+
+
+
+
+var CustomShaderStructure = /** @class */ (function () {
+    function CustomShaderStructure() {
+    }
+    return CustomShaderStructure;
+}());
+
+var ShaderSpecialParts = /** @class */ (function () {
+    function ShaderSpecialParts() {
+    }
+    return ShaderSpecialParts;
+}());
+
+var CustomMaterial = /** @class */ (function (_super) {
+    tslib__WEBPACK_IMPORTED_MODULE_0__["__extends"](CustomMaterial, _super);
+    function CustomMaterial(name, scene) {
+        var _this = _super.call(this, name, scene) || this;
+        _this.CustomParts = new ShaderSpecialParts();
+        _this.customShaderNameResolve = _this.Builder;
+        _this.FragmentShader = babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["Effect"].ShadersStore["defaultPixelShader"];
+        _this.VertexShader = babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["Effect"].ShadersStore["defaultVertexShader"];
+        return _this;
+    }
+    CustomMaterial.prototype.AttachAfterBind = function (mesh, effect) {
+        for (var el in this._newUniformInstances) {
+            var ea = el.toString().split('-');
+            if (ea[0] == 'vec2') {
+                effect.setVector2(ea[1], this._newUniformInstances[el]);
+            }
+            else if (ea[0] == 'vec3') {
+                effect.setVector3(ea[1], this._newUniformInstances[el]);
+            }
+            else if (ea[0] == 'vec4') {
+                effect.setVector4(ea[1], this._newUniformInstances[el]);
+            }
+            else if (ea[0] == 'mat4') {
+                effect.setMatrix(ea[1], this._newUniformInstances[el]);
+            }
+            else if (ea[0] == 'float') {
+                effect.setFloat(ea[1], this._newUniformInstances[el]);
+            }
+        }
+        for (var el in this._newSamplerInstances) {
+            var ea = el.toString().split('-');
+            if (ea[0] == 'sampler2D' && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {
+                effect.setTexture(ea[1], this._newSamplerInstances[el]);
+            }
+        }
+    };
+    CustomMaterial.prototype.ReviewUniform = function (name, arr) {
+        if (name == "uniform") {
+            for (var ind in this._newUniforms) {
+                if (this._customUniform[ind].indexOf('sampler') == -1) {
+                    arr.push(this._newUniforms[ind]);
+                }
+            }
+        }
+        if (name == "sampler") {
+            for (var ind in this._newUniforms) {
+                if (this._customUniform[ind].indexOf('sampler') != -1) {
+                    arr.push(this._newUniforms[ind]);
+                }
+            }
+        }
+        return arr;
+    };
+    CustomMaterial.prototype.Builder = function (shaderName, uniforms, uniformBuffers, samplers, defines) {
+        var _this = this;
+        if (this._isCreatedShader) {
+            return this._createdShaderName;
+        }
+        this._isCreatedShader = false;
+        CustomMaterial.ShaderIndexer++;
+        var name = "custom_" + CustomMaterial.ShaderIndexer;
+        this.ReviewUniform("uniform", uniforms);
+        this.ReviewUniform("sampler", samplers);
+        var fn_afterBind = this._afterBind.bind(this);
+        this._afterBind = function (m, e) {
+            if (!e) {
+                return;
+            }
+            _this.AttachAfterBind(m, e);
+            try {
+                fn_afterBind(m, e);
+            }
+            catch (e) { }
+        };
+        babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["Effect"].ShadersStore[name + "VertexShader"] = this.VertexShader
+            .replace('#define CUSTOM_VERTEX_BEGIN', (this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : ""))
+            .replace('#define CUSTOM_VERTEX_DEFINITIONS', (this._customUniform ? this._customUniform.join("\n") : "") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : ""))
+            .replace('#define CUSTOM_VERTEX_MAIN_BEGIN', (this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : ""))
+            .replace('#define CUSTOM_VERTEX_UPDATE_POSITION', (this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : ""))
+            .replace('#define CUSTOM_VERTEX_UPDATE_NORMAL', (this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : ""))
+            .replace('#define CUSTOM_VERTEX_MAIN_END', (this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : ""));
+        babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["Effect"].ShadersStore[name + "PixelShader"] = this.FragmentShader
+            .replace('#define CUSTOM_FRAGMENT_BEGIN', (this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : ""))
+            .replace('#define CUSTOM_FRAGMENT_MAIN_BEGIN', (this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : ""))
+            .replace('#define CUSTOM_FRAGMENT_DEFINITIONS', (this._customUniform ? this._customUniform.join("\n") : "") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : ""))
+            .replace('#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE', (this.CustomParts.Fragment_Custom_Diffuse ? this.CustomParts.Fragment_Custom_Diffuse : ""))
+            .replace('#define CUSTOM_FRAGMENT_UPDATE_ALPHA', (this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : ""))
+            .replace('#define CUSTOM_FRAGMENT_BEFORE_LIGHTS', (this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : ""))
+            .replace('#define CUSTOM_FRAGMENT_BEFORE_FOG', (this.CustomParts.Fragment_Before_Fog ? this.CustomParts.Fragment_Before_Fog : ""))
+            .replace('#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR', (this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : ""));
+        this._isCreatedShader = true;
+        this._createdShaderName = name;
+        return name;
+    };
+    CustomMaterial.prototype.AddUniform = function (name, kind, param) {
+        if (!this._customUniform) {
+            this._customUniform = new Array();
+            this._newUniforms = new Array();
+            this._newSamplerInstances = new Array();
+            this._newUniformInstances = new Array();
+        }
+        if (param) {
+            if (kind.indexOf("sampler") == -1) {
+                this._newUniformInstances[kind + "-" + name] = param;
+            }
+            else {
+                this._newUniformInstances[kind + "-" + name] = param;
+            }
+        }
+        this._customUniform.push("uniform " + kind + " " + name + ";");
+        this._newUniforms.push(name);
+        return this;
+    };
+    CustomMaterial.prototype.Fragment_Begin = function (shaderPart) {
+        this.CustomParts.Fragment_Begin = shaderPart;
+        return this;
+    };
+    CustomMaterial.prototype.Fragment_Definitions = function (shaderPart) {
+        this.CustomParts.Fragment_Definitions = shaderPart;
+        return this;
+    };
+    CustomMaterial.prototype.Fragment_MainBegin = function (shaderPart) {
+        this.CustomParts.Fragment_MainBegin = shaderPart;
+        return this;
+    };
+    CustomMaterial.prototype.Fragment_Custom_Diffuse = function (shaderPart) {
+        this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace("result", "diffuseColor");
+        return this;
+    };
+    CustomMaterial.prototype.Fragment_Custom_Alpha = function (shaderPart) {
+        this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace("result", "alpha");
+        return this;
+    };
+    CustomMaterial.prototype.Fragment_Before_Lights = function (shaderPart) {
+        this.CustomParts.Fragment_Before_Lights = shaderPart;
+        return this;
+    };
+    CustomMaterial.prototype.Fragment_Before_Fog = function (shaderPart) {
+        this.CustomParts.Fragment_Before_Fog = shaderPart;
+        return this;
+    };
+    CustomMaterial.prototype.Fragment_Before_FragColor = function (shaderPart) {
+        this.CustomParts.Fragment_Before_FragColor = shaderPart.replace("result", "color");
+        return this;
+    };
+    CustomMaterial.prototype.Vertex_Begin = function (shaderPart) {
+        this.CustomParts.Vertex_Begin = shaderPart;
+        return this;
+    };
+    CustomMaterial.prototype.Vertex_Definitions = function (shaderPart) {
+        this.CustomParts.Vertex_Definitions = shaderPart;
+        return this;
+    };
+    CustomMaterial.prototype.Vertex_MainBegin = function (shaderPart) {
+        this.CustomParts.Vertex_MainBegin = shaderPart;
+        return this;
+    };
+    CustomMaterial.prototype.Vertex_Before_PositionUpdated = function (shaderPart) {
+        this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace("result", "positionUpdated");
+        return this;
+    };
+    CustomMaterial.prototype.Vertex_Before_NormalUpdated = function (shaderPart) {
+        this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace("result", "normalUpdated");
+        return this;
+    };
+    CustomMaterial.prototype.Vertex_MainEnd = function (shaderPart) {
+        this.CustomParts.Vertex_MainEnd = shaderPart;
+        return this;
+    };
+    CustomMaterial.ShaderIndexer = 1;
+    return CustomMaterial;
+}(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["StandardMaterial"]));
+
+babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["_TypeStore"].RegisteredTypes["BABYLON.CustomMaterial"] = CustomMaterial;
+
+
+/***/ }),
+
+/***/ "./custom/index.ts":
+/*!*************************!*\
+  !*** ./custom/index.ts ***!
+  \*************************/
+/*! exports provided: CustomShaderStructure, ShaderSpecialParts, CustomMaterial, ShaderAlebdoParts, PBRCustomMaterial */
+/***/ (function(module, __webpack_exports__, __webpack_require__) {
+
+"use strict";
+__webpack_require__.r(__webpack_exports__);
+/* harmony import */ var _customMaterial__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./customMaterial */ "./custom/customMaterial.ts");
+/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "CustomShaderStructure", function() { return _customMaterial__WEBPACK_IMPORTED_MODULE_0__["CustomShaderStructure"]; });
+
+/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "ShaderSpecialParts", function() { return _customMaterial__WEBPACK_IMPORTED_MODULE_0__["ShaderSpecialParts"]; });
+
+/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "CustomMaterial", function() { return _customMaterial__WEBPACK_IMPORTED_MODULE_0__["CustomMaterial"]; });
+
+/* harmony import */ var _pbrCustomMaterial__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./pbrCustomMaterial */ "./custom/pbrCustomMaterial.ts");
+/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "ShaderAlebdoParts", function() { return _pbrCustomMaterial__WEBPACK_IMPORTED_MODULE_1__["ShaderAlebdoParts"]; });
+
+/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "PBRCustomMaterial", function() { return _pbrCustomMaterial__WEBPACK_IMPORTED_MODULE_1__["PBRCustomMaterial"]; });
+
+
+
+
+
+/***/ }),
+
+/***/ "./custom/pbrCustomMaterial.ts":
+/*!*************************************!*\
+  !*** ./custom/pbrCustomMaterial.ts ***!
+  \*************************************/
+/*! exports provided: ShaderAlebdoParts, PBRCustomMaterial */
+/***/ (function(module, __webpack_exports__, __webpack_require__) {
+
+"use strict";
+__webpack_require__.r(__webpack_exports__);
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShaderAlebdoParts", function() { return ShaderAlebdoParts; });
+/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PBRCustomMaterial", function() { return PBRCustomMaterial; });
+/* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__);
+
+
+
+
+var ShaderAlebdoParts = /** @class */ (function () {
+    function ShaderAlebdoParts() {
+    }
+    return ShaderAlebdoParts;
+}());
+
+var PBRCustomMaterial = /** @class */ (function (_super) {
+    tslib__WEBPACK_IMPORTED_MODULE_0__["__extends"](PBRCustomMaterial, _super);
+    function PBRCustomMaterial(name, scene) {
+        var _this = _super.call(this, name, scene) || this;
+        _this.CustomParts = new ShaderAlebdoParts();
+        _this.customShaderNameResolve = _this.Builder;
+        _this.FragmentShader = babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["Effect"].ShadersStore["pbrPixelShader"];
+        _this.VertexShader = babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["Effect"].ShadersStore["pbrVertexShader"];
+        return _this;
+    }
+    PBRCustomMaterial.prototype.AttachAfterBind = function (mesh, effect) {
+        for (var el in this._newUniformInstances) {
+            var ea = el.toString().split('-');
+            if (ea[0] == 'vec2') {
+                effect.setVector2(ea[1], this._newUniformInstances[el]);
+            }
+            else if (ea[0] == 'vec3') {
+                effect.setVector3(ea[1], this._newUniformInstances[el]);
+            }
+            else if (ea[0] == 'vec4') {
+                effect.setVector4(ea[1], this._newUniformInstances[el]);
+            }
+            else if (ea[0] == 'mat4') {
+                effect.setMatrix(ea[1], this._newUniformInstances[el]);
+            }
+            else if (ea[0] == 'float') {
+                effect.setFloat(ea[1], this._newUniformInstances[el]);
+            }
+        }
+        for (var el in this._newSamplerInstances) {
+            var ea = el.toString().split('-');
+            if (ea[0] == 'sampler2D' && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {
+                effect.setTexture(ea[1], this._newSamplerInstances[el]);
+            }
+        }
+    };
+    PBRCustomMaterial.prototype.ReviewUniform = function (name, arr) {
+        if (name == "uniform") {
+            for (var ind in this._newUniforms) {
+                if (this._customUniform[ind].indexOf('sampler') == -1) {
+                    arr.push(this._newUniforms[ind]);
+                }
+            }
+        }
+        if (name == "sampler") {
+            for (var ind in this._newUniforms) {
+                if (this._customUniform[ind].indexOf('sampler') != -1) {
+                    arr.push(this._newUniforms[ind]);
+                }
+            }
+        }
+        return arr;
+    };
+    PBRCustomMaterial.prototype.Builder = function (shaderName, uniforms, uniformBuffers, samplers, defines) {
+        var _this = this;
+        if (this._isCreatedShader) {
+            return this._createdShaderName;
+        }
+        this._isCreatedShader = false;
+        PBRCustomMaterial.ShaderIndexer++;
+        var name = "custom_" + PBRCustomMaterial.ShaderIndexer;
+        this.ReviewUniform("uniform", uniforms);
+        this.ReviewUniform("sampler", samplers);
+        var fn_afterBind = this._afterBind.bind(this);
+        this._afterBind = function (m, e) {
+            if (!e) {
+                return;
+            }
+            _this.AttachAfterBind(m, e);
+            try {
+                fn_afterBind(m, e);
+            }
+            catch (e) { }
+        };
+        babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["Effect"].ShadersStore[name + "VertexShader"] = this.VertexShader
+            .replace('#define CUSTOM_VERTEX_BEGIN', (this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : ""))
+            .replace('#define CUSTOM_VERTEX_DEFINITIONS', (this._customUniform ? this._customUniform.join("\n") : "") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : ""))
+            .replace('#define CUSTOM_VERTEX_MAIN_BEGIN', (this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : ""))
+            .replace('#define CUSTOM_VERTEX_UPDATE_POSITION', (this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : ""))
+            .replace('#define CUSTOM_VERTEX_UPDATE_NORMAL', (this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : ""))
+            .replace('#define CUSTOM_VERTEX_MAIN_END', (this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : ""));
+        babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["Effect"].ShadersStore[name + "PixelShader"] = this.FragmentShader
+            .replace('#define CUSTOM_FRAGMENT_BEGIN', (this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : ""))
+            .replace('#define CUSTOM_FRAGMENT_MAIN_BEGIN', (this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : ""))
+            .replace('#define CUSTOM_FRAGMENT_DEFINITIONS', (this._customUniform ? this._customUniform.join("\n") : "") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : ""))
+            .replace('#define CUSTOM_FRAGMENT_UPDATE_ALBEDO', (this.CustomParts.Fragment_Custom_Albedo ? this.CustomParts.Fragment_Custom_Albedo : ""))
+            .replace('#define CUSTOM_FRAGMENT_UPDATE_ALPHA', (this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : ""))
+            .replace('#define CUSTOM_FRAGMENT_BEFORE_LIGHTS', (this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : ""))
+            .replace('#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS', (this.CustomParts.Fragment_Custom_MetallicRoughness ? this.CustomParts.Fragment_Custom_MetallicRoughness : ""))
+            .replace('#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE', (this.CustomParts.Fragment_Custom_MicroSurface ? this.CustomParts.Fragment_Custom_MicroSurface : ""))
+            .replace('#define CUSTOM_FRAGMENT_BEFORE_FOG', (this.CustomParts.Fragment_Before_Fog ? this.CustomParts.Fragment_Before_Fog : ""))
+            .replace('#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR', (this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : ""));
+        this._isCreatedShader = true;
+        this._createdShaderName = name;
+        return name;
+    };
+    PBRCustomMaterial.prototype.AddUniform = function (name, kind, param) {
+        if (!this._customUniform) {
+            this._customUniform = new Array();
+            this._newUniforms = new Array();
+            this._newSamplerInstances = new Array();
+            this._newUniformInstances = new Array();
+        }
+        if (param) {
+            if (kind.indexOf("sampler") == -1) {
+                this._newUniformInstances[kind + "-" + name] = param;
+            }
+            else {
+                this._newUniformInstances[kind + "-" + name] = param;
+            }
+        }
+        this._customUniform.push("uniform " + kind + " " + name + ";");
+        this._newUniforms.push(name);
+        return this;
+    };
+    PBRCustomMaterial.prototype.Fragment_Begin = function (shaderPart) {
+        this.CustomParts.Fragment_Begin = shaderPart;
+        return this;
+    };
+    PBRCustomMaterial.prototype.Fragment_Definitions = function (shaderPart) {
+        this.CustomParts.Fragment_Definitions = shaderPart;
+        return this;
+    };
+    PBRCustomMaterial.prototype.Fragment_MainBegin = function (shaderPart) {
+        this.CustomParts.Fragment_MainBegin = shaderPart;
+        return this;
+    };
+    PBRCustomMaterial.prototype.Fragment_Custom_Albedo = function (shaderPart) {
+        this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace("result", "surfaceAlbedo");
+        return this;
+    };
+    PBRCustomMaterial.prototype.Fragment_Custom_Alpha = function (shaderPart) {
+        this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace("result", "alpha");
+        return this;
+    };
+    PBRCustomMaterial.prototype.Fragment_Before_Lights = function (shaderPart) {
+        this.CustomParts.Fragment_Before_Lights = shaderPart;
+        return this;
+    };
+    PBRCustomMaterial.prototype.Fragment_Custom_MetallicRoughness = function (shaderPart) {
+        this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;
+        return this;
+    };
+    PBRCustomMaterial.prototype.Fragment_Custom_MicroSurface = function (shaderPart) {
+        this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;
+        return this;
+    };
+    PBRCustomMaterial.prototype.Fragment_Before_Fog = function (shaderPart) {
+        this.CustomParts.Fragment_Before_Fog = shaderPart;
+        return this;
+    };
+    PBRCustomMaterial.prototype.Fragment_Before_FragColor = function (shaderPart) {
+        this.CustomParts.Fragment_Before_FragColor = shaderPart.replace("result", "color");
+        return this;
+    };
+    PBRCustomMaterial.prototype.Vertex_Begin = function (shaderPart) {
+        this.CustomParts.Vertex_Begin = shaderPart;
+        return this;
+    };
+    PBRCustomMaterial.prototype.Vertex_Definitions = function (shaderPart) {
+        this.CustomParts.Vertex_Definitions = shaderPart;
+        return this;
+    };
+    PBRCustomMaterial.prototype.Vertex_MainBegin = function (shaderPart) {
+        this.CustomParts.Vertex_MainBegin = shaderPart;
+        return this;
+    };
+    PBRCustomMaterial.prototype.Vertex_Before_PositionUpdated = function (shaderPart) {
+        this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace("result", "positionUpdated");
+        return this;
+    };
+    PBRCustomMaterial.prototype.Vertex_Before_NormalUpdated = function (shaderPart) {
+        this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace("result", "normalUpdated");
+        return this;
+    };
+    PBRCustomMaterial.prototype.Vertex_MainEnd = function (shaderPart) {
+        this.CustomParts.Vertex_MainEnd = shaderPart;
+        return this;
+    };
+    PBRCustomMaterial.ShaderIndexer = 1;
+    return PBRCustomMaterial;
+}(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["PBRMaterial"]));
+
+babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["_TypeStore"].RegisteredTypes["BABYLON.PBRCustomMaterial"] = PBRCustomMaterial;
+
+
+/***/ }),
+
+/***/ "./legacy/legacy-custom.ts":
+/*!*********************************!*\
+  !*** ./legacy/legacy-custom.ts ***!
+  \*********************************/
+/*! exports provided: CustomShaderStructure, ShaderSpecialParts, CustomMaterial, ShaderAlebdoParts, PBRCustomMaterial */
+/***/ (function(module, __webpack_exports__, __webpack_require__) {
+
+"use strict";
+__webpack_require__.r(__webpack_exports__);
+/* WEBPACK VAR INJECTION */(function(global) {/* harmony import */ var _custom_index__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../custom/index */ "./custom/index.ts");
+/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "CustomShaderStructure", function() { return _custom_index__WEBPACK_IMPORTED_MODULE_0__["CustomShaderStructure"]; });
+
+/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "ShaderSpecialParts", function() { return _custom_index__WEBPACK_IMPORTED_MODULE_0__["ShaderSpecialParts"]; });
+
+/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "CustomMaterial", function() { return _custom_index__WEBPACK_IMPORTED_MODULE_0__["CustomMaterial"]; });
+
+/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "ShaderAlebdoParts", function() { return _custom_index__WEBPACK_IMPORTED_MODULE_0__["ShaderAlebdoParts"]; });
+
+/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "PBRCustomMaterial", function() { return _custom_index__WEBPACK_IMPORTED_MODULE_0__["PBRCustomMaterial"]; });
+
+
+/**
+ * This is the entry point for the UMD module.
+ * The entry point for a future ESM package should be index.ts
+ */
+var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);
+if (typeof globalObject !== "undefined") {
+    for (var key in _custom_index__WEBPACK_IMPORTED_MODULE_0__) {
+        globalObject.BABYLON[key] = _custom_index__WEBPACK_IMPORTED_MODULE_0__[key];
+    }
+}
+
+
+/* WEBPACK VAR INJECTION */}.call(this, __webpack_require__(/*! ./../../../node_modules/webpack/buildin/global.js */ "../../node_modules/webpack/buildin/global.js")))
+
+/***/ }),
+
+/***/ "babylonjs/Misc/decorators":
+/*!****************************************************************************************************!*\
+  !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
+  \****************************************************************************************************/
+/*! no static exports found */
+/***/ (function(module, exports) {
+
+module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
+
+/***/ })
+
+/******/ });
+});
+//# sourceMappingURL=babylon.customMaterial.js.map

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dist/previous releases/4.0/materialsLibrary/babylon.fireMaterial.d.ts

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+
+declare module BABYLON {
+    class FireMaterial extends PushMaterial {
+        private _diffuseTexture;
+        diffuseTexture: Nullable<BaseTexture>;
+        private _distortionTexture;
+        distortionTexture: Nullable<BaseTexture>;
+        private _opacityTexture;
+        opacityTexture: Nullable<BaseTexture>;
+        diffuseColor: Color3;
+        speed: number;
+        private _scaledDiffuse;
+        private _renderId;
+        private _lastTime;
+        constructor(name: string, scene: Scene);
+        needAlphaBlending(): boolean;
+        needAlphaTesting(): boolean;
+        getAlphaTestTexture(): Nullable<BaseTexture>;
+        isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
+        bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
+        getAnimatables(): IAnimatable[];
+        getActiveTextures(): BaseTexture[];
+        hasTexture(texture: BaseTexture): boolean;
+        getClassName(): string;
+        dispose(forceDisposeEffect?: boolean): void;
+        clone(name: string): FireMaterial;
+        serialize(): any;
+        static Parse(source: any, scene: Scene, rootUrl: string): FireMaterial;
+    }
+}

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dist/previous releases/4.0/materialsLibrary/babylon.furMaterial.d.ts

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+
+declare module BABYLON {
+    class FurMaterial extends PushMaterial {
+        private _diffuseTexture;
+        diffuseTexture: BaseTexture;
+        private _heightTexture;
+        heightTexture: BaseTexture;
+        diffuseColor: Color3;
+        furLength: number;
+        furAngle: number;
+        furColor: Color3;
+        furOffset: number;
+        furSpacing: number;
+        furGravity: Vector3;
+        furSpeed: number;
+        furDensity: number;
+        furOcclusion: number;
+        furTexture: DynamicTexture;
+        private _disableLighting;
+        disableLighting: boolean;
+        private _maxSimultaneousLights;
+        maxSimultaneousLights: number;
+        highLevelFur: boolean;
+        _meshes: AbstractMesh[];
+        private _renderId;
+        private _furTime;
+        constructor(name: string, scene: Scene);
+        furTime: number;
+        needAlphaBlending(): boolean;
+        needAlphaTesting(): boolean;
+        getAlphaTestTexture(): Nullable<BaseTexture>;
+        updateFur(): void;
+        isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
+        bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
+        getAnimatables(): IAnimatable[];
+        getActiveTextures(): BaseTexture[];
+        hasTexture(texture: BaseTexture): boolean;
+        dispose(forceDisposeEffect?: boolean): void;
+        clone(name: string): FurMaterial;
+        serialize(): any;
+        getClassName(): string;
+        static Parse(source: any, scene: Scene, rootUrl: string): FurMaterial;
+        static GenerateTexture(name: string, scene: Scene): DynamicTexture;
+        static FurifyMesh(sourceMesh: Mesh, quality: number): Mesh[];
+    }
+}

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dist/previous releases/4.0/materialsLibrary/babylon.gradientMaterial.d.ts

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+
+declare module BABYLON {
+    class GradientMaterial extends PushMaterial {
+        private _maxSimultaneousLights;
+        maxSimultaneousLights: number;
+        topColor: Color3;
+        topColorAlpha: number;
+        bottomColor: Color3;
+        bottomColorAlpha: number;
+        offset: number;
+        scale: number;
+        smoothness: number;
+        disableLighting: boolean;
+        private _scaledDiffuse;
+        private _renderId;
+        constructor(name: string, scene: Scene);
+        needAlphaBlending(): boolean;
+        needAlphaTesting(): boolean;
+        getAlphaTestTexture(): Nullable<BaseTexture>;
+        isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
+        bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
+        getAnimatables(): IAnimatable[];
+        dispose(forceDisposeEffect?: boolean): void;
+        clone(name: string): GradientMaterial;
+        serialize(): any;
+        getClassName(): string;
+        static Parse(source: any, scene: Scene, rootUrl: string): GradientMaterial;
+    }
+}

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dist/previous releases/4.0/materialsLibrary/babylon.gridMaterial.d.ts

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+
+declare module BABYLON {
+    /**
+     * The grid materials allows you to wrap any shape with a grid.
+     * Colors are customizable.
+     */
+    class GridMaterial extends BABYLON.PushMaterial {
+        /**
+         * Main color of the grid (e.g. between lines)
+         */
+        mainColor: Color3;
+        /**
+         * Color of the grid lines.
+         */
+        lineColor: Color3;
+        /**
+         * The scale of the grid compared to unit.
+         */
+        gridRatio: number;
+        /**
+         * Allows setting an offset for the grid lines.
+         */
+        gridOffset: Vector3;
+        /**
+         * The frequency of thicker lines.
+         */
+        majorUnitFrequency: number;
+        /**
+         * The visibility of minor units in the grid.
+         */
+        minorUnitVisibility: number;
+        /**
+         * The grid opacity outside of the lines.
+         */
+        opacity: number;
+        /**
+         * Determine RBG output is premultiplied by alpha value.
+         */
+        preMultiplyAlpha: boolean;
+        private _gridControl;
+        private _renderId;
+        /**
+         * constructor
+         * @param name The name given to the material in order to identify it afterwards.
+         * @param scene The scene the material is used in.
+         */
+        constructor(name: string, scene: Scene);
+        /**
+         * Returns wehter or not the grid requires alpha blending.
+         */
+        needAlphaBlending(): boolean;
+        needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
+        isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
+        bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
+        dispose(forceDisposeEffect?: boolean): void;
+        clone(name: string): GridMaterial;
+        serialize(): any;
+        getClassName(): string;
+        static Parse(source: any, scene: Scene, rootUrl: string): GridMaterial;
+    }
+}

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dist/previous releases/4.0/materialsLibrary/babylon.lavaMaterial.d.ts

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+
+declare module BABYLON {
+    class LavaMaterial extends PushMaterial {
+        private _diffuseTexture;
+        diffuseTexture: BaseTexture;
+        noiseTexture: BaseTexture;
+        fogColor: Color3;
+        speed: number;
+        movingSpeed: number;
+        lowFrequencySpeed: number;
+        fogDensity: number;
+        private _lastTime;
+        diffuseColor: Color3;
+        private _disableLighting;
+        disableLighting: boolean;
+        private _unlit;
+        unlit: boolean;
+        private _maxSimultaneousLights;
+        maxSimultaneousLights: number;
+        private _scaledDiffuse;
+        private _renderId;
+        constructor(name: string, scene: Scene);
+        needAlphaBlending(): boolean;
+        needAlphaTesting(): boolean;
+        getAlphaTestTexture(): Nullable<BaseTexture>;
+        isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
+        bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
+        getAnimatables(): IAnimatable[];
+        getActiveTextures(): BaseTexture[];
+        hasTexture(texture: BaseTexture): boolean;
+        dispose(forceDisposeEffect?: boolean): void;
+        clone(name: string): LavaMaterial;
+        serialize(): any;
+        getClassName(): string;
+        static Parse(source: any, scene: Scene, rootUrl: string): LavaMaterial;
+    }
+}

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