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Se han modificado 100 ficheros con 449434 adiciones y 226600 borrados
  1. 45 5
      Playground/babylon.d.txt
  2. 2 2
      Tools/Gulp/package.json
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      Viewer/assets/package.json
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      dist/Oimo.js
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      dist/ammo.js
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      dist/babylon.d.ts
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      dist/babylon.glTF2Interface.d.ts
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      dist/babylon.js
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      dist/babylon.max.js
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      dist/babylon.max.js.map
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      dist/babylon.module.d.ts
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      dist/gltf2Interface/babylon.glTF2Interface.d.ts
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      dist/gltf2Interface/package.json
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      dist/gui/babylon.gui.d.ts
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      dist/gui/babylon.gui.js
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      dist/gui/babylon.gui.js.map
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      dist/gui/babylon.gui.min.js
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      dist/gui/babylon.gui.module.d.ts
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      dist/gui/package.json
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      dist/gui/readme-es6.md
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      dist/gui/readme.md
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      dist/inspector/babylon.inspector.bundle.js
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      dist/inspector/babylon.inspector.bundle.max.js
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      dist/inspector/babylon.inspector.bundle.max.js.map
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      dist/inspector/babylon.inspector.d.ts
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      dist/inspector/package.json
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      dist/inspector/readme-es6.md
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      dist/inspector/readme.md
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      dist/loaders/babylon.glTF1FileLoader.js
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      dist/loaders/babylon.glTF1FileLoader.js.map
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      dist/loaders/babylon.glTF1FileLoader.min.js
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      dist/loaders/babylon.glTF2FileLoader.js
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      dist/loaders/babylon.glTFFileLoader.js
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      dist/materialsLibrary/babylon.cellMaterial.js
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La diferencia del archivo ha sido suprimido porque es demasiado grande
+ 45 - 5
Playground/babylon.d.txt


+ 2 - 2
Tools/Gulp/package.json

@@ -1,6 +1,6 @@
 {
     "name": "babylonjs",
-    "version": "3.3.0",
+    "version": "0.0.0",
     "description": "Babylon.js is a 3D engine based on webgl and javascript",
     "main": "",
     "repository": {
@@ -13,4 +13,4 @@
         "build": "gulp --max-old-space-size=8192 --tsLintFix",
         "start": "gulp run --max-old-space-size=8192"
     }
-}
+}

+ 1 - 1
Viewer/assets/package.json

@@ -4,7 +4,7 @@
     },
     "name": "babylonjs-viewer-assets",
     "description": "Compiled resources for the Babylon viewer.",
-    "version": "3.3.0-alpha.3",
+    "version": "0.0.0",
     "repository": {
         "type": "git",
         "url": "https://github.com/BabylonJS/Babylon.js.git"

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+ 2 - 12317
dist/Oimo.js


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+ 666 - 0
dist/ammo.js


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dist/babylon.d.ts


+ 0 - 855
dist/babylon.glTF2Interface.d.ts

@@ -1,855 +0,0 @@
-/**
- * @ignoreChildren
- * @ignore
- */
-declare module "babylonjs-gltf2interface" {
-    export = BABYLON.GLTF2;
-}
-/**
- * Moduel 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 {
-        /**
-         * 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[];
-    }
-}

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dist/babylon.js


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dist/babylon.max.js


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dist/babylon.max.js.map


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dist/babylon.module.d.ts


+ 53 - 3
dist/gltf2Interface/babylon.glTF2Interface.d.ts

@@ -7,6 +7,8 @@ declare module "babylonjs-gltf2interface" {
 }
 /**
  * Module for glTF 2.0 Interface
+ * @ignoreChildren
+ * @ignore
  */
 declare module BABYLON.GLTF2 {
     /**
@@ -852,6 +854,54 @@ declare module BABYLON.GLTF2 {
          */
         textures?: ITexture[];
     }
+
+    /**
+     * Interface for 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;
+    }
+
+    /**
+     * Interface for glTF validation options
+     */
+    interface IGLTFValidationOptions {
+        uri?: string;
+        externalResourceFunction?: (uri: string) => Promise<Uint8Array>;
+        validateAccessorData?: boolean;
+        maxIssues?: number;
+        ignoredIssues?: Array<string>;
+        severityOverrides?: Object;
+    }
+
+    /**
+     * glTF validator object Tyyings
+     */
+    interface IGLTFValidatorTypings {
+        validateString: (json: string, options?: IGLTFValidationOptions) => Promise<IGLTFValidationResults>;
+    }
 }
 
 /**
@@ -896,8 +946,8 @@ interface IGLTFValidationOptions {
 }
 
 /**
- * glTF validator object
+ * glTF validator object Tyyings
  */
-declare var GLTFValidator: {
+interface IGLTFValidatorTypings {
     validateString: (json: string, options?: IGLTFValidationOptions) => Promise<IGLTFValidationResults>;
-};
+}

+ 25 - 0
dist/gltf2Interface/package.json

@@ -0,0 +1,25 @@
+{
+    "name": "babylonjs-gltf2interface",
+    "description": "A typescript declaration of babylon's gltf2 inteface.",
+    "version": "4.0.0-rc.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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dist/gui/babylon.gui.d.ts


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dist/gui/babylon.gui.js


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dist/gui/babylon.gui.js.map


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dist/gui/babylon.gui.min.js


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dist/gui/babylon.gui.module.d.ts


+ 36 - 0
dist/gui/package.json

@@ -0,0 +1,36 @@
+{
+    "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": "4.0.0-rc.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": "4.0.0-rc.3"
+    },
+    "engines": {
+        "node": "*"
+    }
+}

+ 31 - 0
dist/gui/readme-es6.md

@@ -0,0 +1,31 @@
+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).

+ 2 - 2
dist/gui/readme.md

@@ -9,8 +9,8 @@ For usage documentation please visit http://doc.babylonjs.com/overviews/gui
 
 Compiled js files (minified and source) are offered on our public CDN here:
 
-* https://cdn.babylonjs.com/gui/babylon.gui.js
-* https://cdn.babylonjs.com/gui/babylon.gui.min.js
+* https://preview.babylonjs.com/gui/babylon.gui.js
+* https://preview.babylonjs.com/gui/babylon.gui.min.js
 
 ## NPM
 

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dist/inspector/babylon.inspector.bundle.js


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dist/inspector/babylon.inspector.bundle.max.js


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dist/inspector/babylon.inspector.bundle.max.js.map


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dist/inspector/babylon.inspector.d.ts


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dist/inspector/babylon.inspector.module.d.ts


+ 43 - 0
dist/inspector/package.json

@@ -0,0 +1,43 @@
+{
+    "author": {
+        "name": "David CATUHE"
+    },
+    "name": "babylonjs-inspector",
+    "description": "The Babylon.js inspector.",
+    "version": "4.0.0-rc.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": "4.0.0-rc.3",
+        "babylonjs-gui": "4.0.0-rc.3",
+        "babylonjs-loaders": "4.0.0-rc.3",
+        "babylonjs-serializers": "4.0.0-rc.3",
+        "babylonjs-gltf2interface": "4.0.0-rc.3"
+    },
+    "engines": {
+        "node": "*"
+    }
+}

+ 27 - 0
dist/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).

+ 2 - 2
dist/inspector/readme.md

@@ -1,7 +1,7 @@
 Babylon.js inspector module
 =====================
 
-For usage documentation please visit http://doc.babylonjs.com/how_to/debug_layer and search "inspector".
+For usage documentation please visit http://doc.babylonjs.com/how_to/debug_layer.
 
 # Installation instructions
 
@@ -13,7 +13,7 @@ If you wish however to use a different version of the inspector or host it on yo
 
 The latest compiled js file is offered on our public CDN here:
 
-* https://cdn.babylonjs.com/inspector/babylonjs.inspector.bundle.js
+* https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js
 
 ## NPM
 

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dist/loaders/babylon.objFileLoader.js


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+ 420 - 173
dist/loaders/babylon.stlFileLoader.js

@@ -1,173 +1,420 @@
-/// <reference path="../../../dist/preview release/babylon.d.ts"/>
-var BABYLON;
-(function (BABYLON) {
-    var STLFileLoader = /** @class */ (function () {
-        function STLFileLoader() {
-            this.solidPattern = /solid (\S*)([\S\s]*)endsolid[ ]*(\S*)/g;
-            this.facetsPattern = /facet([\s\S]*?)endfacet/g;
-            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;
-            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;
-            this.name = "stl";
-            // 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 },
-            };
-        }
-        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 BABYLON.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) {
-                    BABYLON.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 BABYLON.Mesh(meshName, scene);
-                this.parseASCII(babylonMesh, matches[2]);
-                if (meshes) {
-                    meshes.push(babylonMesh);
-                }
-            }
-            return true;
-        };
-        STLFileLoader.prototype.load = function (scene, data, rootUrl) {
-            var result = this.importMesh(null, scene, data, rootUrl, null, null, null);
-            if (result) {
-                scene.createDefaultCameraOrLight();
-            }
-            return result;
-        };
-        STLFileLoader.prototype.loadAssetContainer = function (scene, data, rootUrl, onError) {
-            var container = new BABYLON.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(BABYLON.VertexBuffer.PositionKind, positions);
-            mesh.setVerticesData(BABYLON.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(BABYLON.VertexBuffer.PositionKind, positions);
-            mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
-            mesh.setIndices(indices);
-            mesh.computeWorldMatrix(true);
-        };
-        return STLFileLoader;
-    }());
-    BABYLON.STLFileLoader = STLFileLoader;
-    if (BABYLON.SceneLoader) {
-        BABYLON.SceneLoader.RegisterPlugin(new STLFileLoader());
-    }
-})(BABYLON || (BABYLON = {}));
-
-//# sourceMappingURL=babylon.stlFileLoader.js.map
+(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
+/******/ 	function __webpack_require__(moduleId) {
+/******/
+/******/ 		// Check if module is in cache
+/******/ 		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;
+/******/ 	}
+/******/
+/******/
+/******/ 	// expose the modules object (__webpack_modules__)
+/******/ 	__webpack_require__.m = modules;
+/******/
+/******/ 	// expose the module cache
+/******/ 	__webpack_require__.c = installedModules;
+/******/
+/******/ 	// define getter function for harmony exports
+/******/ 	__webpack_require__.d = function(exports, name, getter) {
+/******/ 		if(!__webpack_require__.o(exports, name)) {
+/******/ 			Object.defineProperty(exports, name, { enumerable: true, get: getter });
+/******/ 		}
+/******/ 	};
+/******/
+/******/ 	// define __esModule on exports
+/******/ 	__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-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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+ 1 - 0
dist/loaders/babylon.stlFileLoader.js.map


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dist/loaders/babylon.stlFileLoader.min.js


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dist/loaders/babylonjs.loaders.d.ts


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dist/loaders/babylonjs.loaders.js


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dist/loaders/babylonjs.loaders.js.map


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dist/loaders/babylonjs.loaders.min.js


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dist/loaders/babylonjs.loaders.module.d.ts


+ 37 - 0
dist/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": "4.0.0-rc.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": "4.0.0-rc.3",
+        "babylonjs": "4.0.0-rc.3"
+    },
+    "engines": {
+        "node": "*"
+    }
+}

+ 24 - 0
dist/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).

+ 2 - 2
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@@ -9,8 +9,8 @@ For usage documentation please visit http://doc.babylonjs.com/extensions and cho
 
 Compiled js files (minified and source) are offered on our public CDN here:
 
-* https://cdn.babylonjs.com/loaders/babylonjs.loaders.js
-* https://cdn.babylonjs.com/loaders/babylonjs.loaders.min.js
+* https://preview.babylonjs.com/loaders/babylonjs.loaders.js
+* https://preview.babylonjs.com/loaders/babylonjs.loaders.min.js
 
 ## NPM
 

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