فهرست منبع

API doc : completed class Mesh doc

jbousquie 9 سال پیش
والد
کامیت
cbe02ae961
100فایلهای تغییر یافته به همراه5085 افزوده شده و 9168 حذف شده
  1. 32 25
      dist/preview release/babylon.core.js
  2. 4079 4063
      dist/preview release/babylon.d.ts
  3. 37 33
      dist/preview release/babylon.js
  4. 288 4834
      dist/preview release/babylon.max.js
  5. 36 32
      dist/preview release/babylon.noworker.js
  6. 1 1
      src/Actions/babylon.action.js
  7. 2 2
      src/Actions/babylon.actionManager.js
  8. 4 4
      src/Actions/babylon.condition.js
  9. 12 12
      src/Actions/babylon.directActions.js
  10. 1 1
      src/Actions/babylon.interpolateValueAction.js
  11. 1 1
      src/Animations/babylon.animatable.js
  12. 4 4
      src/Animations/babylon.animation.js
  13. 13 13
      src/Animations/babylon.easing.js
  14. 1 1
      src/Audio/babylon.analyser.js
  15. 1 1
      src/Audio/babylon.audioEngine.js
  16. 1 1
      src/Audio/babylon.sound.js
  17. 1 1
      src/Audio/babylon.soundtrack.js
  18. 1 1
      src/Bones/babylon.bone.js
  19. 1 1
      src/Bones/babylon.skeleton.js
  20. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.gamepad.js
  21. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.keyboard.js
  22. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.mousewheel.js
  23. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.pointers.js
  24. 1 1
      src/Cameras/Inputs/babylon.arcrotatecamera.input.vrdeviceorientation.js
  25. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.deviceorientation.js
  26. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.gamepad.js
  27. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.keyboard.js
  28. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.mouse.js
  29. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.touch.js
  30. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.virtualjoystick.js
  31. 1 1
      src/Cameras/Inputs/babylon.freecamera.input.vrdeviceorientation.js
  32. 1 1
      src/Cameras/VR/babylon.vrCameraMetrics.js
  33. 2 2
      src/Cameras/VR/babylon.vrDeviceOrientationCamera.js
  34. 1 1
      src/Cameras/VR/babylon.webVRCamera.js
  35. 1 1
      src/Cameras/babylon.arcRotateCamera.js
  36. 1 1
      src/Cameras/babylon.arcRotateCameraInputsManager.js
  37. 1 1
      src/Cameras/babylon.camera.js
  38. 1 1
      src/Cameras/babylon.cameraInputsManager.js
  39. 1 1
      src/Cameras/babylon.deviceOrientationCamera.js
  40. 2 2
      src/Cameras/babylon.followCamera.js
  41. 1 1
      src/Cameras/babylon.freeCamera.js
  42. 1 1
      src/Cameras/babylon.freeCameraInputsManager.js
  43. 1 1
      src/Cameras/babylon.gamepadCamera.js
  44. 8 8
      src/Cameras/babylon.stereoscopicCameras.js
  45. 1 1
      src/Cameras/babylon.targetCamera.js
  46. 1 1
      src/Cameras/babylon.touchCamera.js
  47. 1 1
      src/Cameras/babylon.universalCamera.js
  48. 1 1
      src/Cameras/babylon.virtualJoysticksCamera.js
  49. 1 1
      src/Collisions/babylon.collider.js
  50. 2 2
      src/Collisions/babylon.collisionCoordinator.js
  51. 3 3
      src/Collisions/babylon.collisionWorker.js
  52. 2 2
      src/Collisions/babylon.pickingInfo.js
  53. 1 1
      src/Culling/Octrees/babylon.octree.js
  54. 1 1
      src/Culling/Octrees/babylon.octreeBlock.js
  55. 1 1
      src/Culling/babylon.boundingBox.js
  56. 1 1
      src/Culling/babylon.boundingInfo.js
  57. 1 1
      src/Culling/babylon.boundingSphere.js
  58. 1 1
      src/Culling/babylon.ray.js
  59. 1 1
      src/Debug/babylon.debugLayer.js
  60. 1 1
      src/Debug/babylon.skeletonViewer.js
  61. 1 1
      src/Layer/babylon.layer.js
  62. 1 1
      src/LensFlare/babylon.lensFlare.js
  63. 1 1
      src/LensFlare/babylon.lensFlareSystem.js
  64. 1 1
      src/Lights/Shadows/babylon.shadowGenerator.js
  65. 1 1
      src/Lights/babylon.directionalLight.js
  66. 1 1
      src/Lights/babylon.hemisphericLight.js
  67. 1 1
      src/Lights/babylon.light.js
  68. 1 1
      src/Lights/babylon.pointLight.js
  69. 1 1
      src/Lights/babylon.spotLight.js
  70. 1 1
      src/Loading/babylon.sceneLoader.js
  71. 1 1
      src/Materials/Textures/Procedurals/babylon.customProceduralTexture.js
  72. 1 1
      src/Materials/Textures/Procedurals/babylon.proceduralTexture.js
  73. 1 1
      src/Materials/Textures/babylon.baseTexture.js
  74. 1 1
      src/Materials/Textures/babylon.cubeTexture.js
  75. 1 1
      src/Materials/Textures/babylon.dynamicTexture.js
  76. 416 0
      src/Materials/Textures/babylon.hdrcubetexture.js
  77. 1 1
      src/Materials/Textures/babylon.mirrorTexture.js
  78. 1 1
      src/Materials/Textures/babylon.rawTexture.js
  79. 1 1
      src/Materials/Textures/babylon.refractionTexture.js
  80. 1 1
      src/Materials/Textures/babylon.renderTargetTexture.js
  81. 1 1
      src/Materials/Textures/babylon.texture.js
  82. 1 1
      src/Materials/Textures/babylon.videoTexture.js
  83. 2 2
      src/Materials/babylon.effect.js
  84. 1 1
      src/Materials/babylon.fresnelParameters.js
  85. 2 2
      src/Materials/babylon.material.js
  86. 1 1
      src/Materials/babylon.materialHelper.js
  87. 1 1
      src/Materials/babylon.multiMaterial.js
  88. 2 2
      src/Materials/babylon.pbrMaterial.js
  89. 1 1
      src/Materials/babylon.shaderMaterial.js
  90. 2 2
      src/Materials/babylon.standardMaterial.js
  91. 3 3
      src/Math/babylon.math.SIMD.js
  92. 23 23
      src/Math/babylon.math.js
  93. 1 1
      src/Mesh/babylon.abstractMesh.js
  94. 5 5
      src/Mesh/babylon.csg.js
  95. 12 12
      src/Mesh/babylon.geometry.js
  96. 1 1
      src/Mesh/babylon.groundMesh.js
  97. 1 1
      src/Mesh/babylon.instancedMesh.js
  98. 1 1
      src/Mesh/babylon.linesMesh.js
  99. 19 3
      src/Mesh/babylon.mesh.js
  100. 0 0
      src/Mesh/babylon.mesh.ts

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 32 - 25
dist/preview release/babylon.core.js


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 4079 - 4063
dist/preview release/babylon.d.ts


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 37 - 33
dist/preview release/babylon.js


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 288 - 4834
dist/preview release/babylon.max.js


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 36 - 32
dist/preview release/babylon.noworker.js


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

@@ -67,6 +67,6 @@ var BABYLON;
             return this._actionManager._getEffectiveTarget(target, propertyPath);
             return this._actionManager._getEffectiveTarget(target, propertyPath);
         };
         };
         return Action;
         return Action;
-    })();
+    }());
     BABYLON.Action = Action;
     BABYLON.Action = Action;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

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

@@ -47,7 +47,7 @@ var BABYLON;
             return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
             return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
         };
         };
         return ActionEvent;
         return ActionEvent;
-    })();
+    }());
     BABYLON.ActionEvent = ActionEvent;
     BABYLON.ActionEvent = ActionEvent;
     /**
     /**
      * Action Manager manages all events to be triggered on a given mesh or the global scene.
      * Action Manager manages all events to be triggered on a given mesh or the global scene.
@@ -468,6 +468,6 @@ var BABYLON;
         ActionManager.DragMovementThreshold = 10; // in pixels
         ActionManager.DragMovementThreshold = 10; // in pixels
         ActionManager.LongPressDelay = 500; // in milliseconds
         ActionManager.LongPressDelay = 500; // in milliseconds
         return ActionManager;
         return ActionManager;
-    })();
+    }());
     BABYLON.ActionManager = ActionManager;
     BABYLON.ActionManager = ActionManager;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

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

@@ -19,7 +19,7 @@ var BABYLON;
             return this._actionManager._getEffectiveTarget(target, propertyPath);
             return this._actionManager._getEffectiveTarget(target, propertyPath);
         };
         };
         return Condition;
         return Condition;
-    })();
+    }());
     BABYLON.Condition = Condition;
     BABYLON.Condition = Condition;
     var ValueCondition = (function (_super) {
     var ValueCondition = (function (_super) {
         __extends(ValueCondition, _super);
         __extends(ValueCondition, _super);
@@ -86,7 +86,7 @@ var BABYLON;
         ValueCondition._IsGreater = 2;
         ValueCondition._IsGreater = 2;
         ValueCondition._IsLesser = 3;
         ValueCondition._IsLesser = 3;
         return ValueCondition;
         return ValueCondition;
-    })(Condition);
+    }(Condition));
     BABYLON.ValueCondition = ValueCondition;
     BABYLON.ValueCondition = ValueCondition;
     var PredicateCondition = (function (_super) {
     var PredicateCondition = (function (_super) {
         __extends(PredicateCondition, _super);
         __extends(PredicateCondition, _super);
@@ -98,7 +98,7 @@ var BABYLON;
             return this.predicate();
             return this.predicate();
         };
         };
         return PredicateCondition;
         return PredicateCondition;
-    })(Condition);
+    }(Condition));
     BABYLON.PredicateCondition = PredicateCondition;
     BABYLON.PredicateCondition = PredicateCondition;
     var StateCondition = (function (_super) {
     var StateCondition = (function (_super) {
         __extends(StateCondition, _super);
         __extends(StateCondition, _super);
@@ -112,6 +112,6 @@ var BABYLON;
             return this._target.state === this.value;
             return this._target.state === this.value;
         };
         };
         return StateCondition;
         return StateCondition;
-    })(Condition);
+    }(Condition));
     BABYLON.StateCondition = StateCondition;
     BABYLON.StateCondition = StateCondition;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

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

@@ -20,7 +20,7 @@ var BABYLON;
             this._target[this._property] = !this._target[this._property];
             this._target[this._property] = !this._target[this._property];
         };
         };
         return SwitchBooleanAction;
         return SwitchBooleanAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.SwitchBooleanAction = SwitchBooleanAction;
     BABYLON.SwitchBooleanAction = SwitchBooleanAction;
     var SetStateAction = (function (_super) {
     var SetStateAction = (function (_super) {
         __extends(SetStateAction, _super);
         __extends(SetStateAction, _super);
@@ -33,7 +33,7 @@ var BABYLON;
             this._target.state = this.value;
             this._target.state = this.value;
         };
         };
         return SetStateAction;
         return SetStateAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.SetStateAction = SetStateAction;
     BABYLON.SetStateAction = SetStateAction;
     var SetValueAction = (function (_super) {
     var SetValueAction = (function (_super) {
         __extends(SetValueAction, _super);
         __extends(SetValueAction, _super);
@@ -51,7 +51,7 @@ var BABYLON;
             this._target[this._property] = this.value;
             this._target[this._property] = this.value;
         };
         };
         return SetValueAction;
         return SetValueAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.SetValueAction = SetValueAction;
     BABYLON.SetValueAction = SetValueAction;
     var IncrementValueAction = (function (_super) {
     var IncrementValueAction = (function (_super) {
         __extends(IncrementValueAction, _super);
         __extends(IncrementValueAction, _super);
@@ -72,7 +72,7 @@ var BABYLON;
             this._target[this._property] += this.value;
             this._target[this._property] += this.value;
         };
         };
         return IncrementValueAction;
         return IncrementValueAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.IncrementValueAction = IncrementValueAction;
     BABYLON.IncrementValueAction = IncrementValueAction;
     var PlayAnimationAction = (function (_super) {
     var PlayAnimationAction = (function (_super) {
         __extends(PlayAnimationAction, _super);
         __extends(PlayAnimationAction, _super);
@@ -90,7 +90,7 @@ var BABYLON;
             scene.beginAnimation(this._target, this.from, this.to, this.loop);
             scene.beginAnimation(this._target, this.from, this.to, this.loop);
         };
         };
         return PlayAnimationAction;
         return PlayAnimationAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.PlayAnimationAction = PlayAnimationAction;
     BABYLON.PlayAnimationAction = PlayAnimationAction;
     var StopAnimationAction = (function (_super) {
     var StopAnimationAction = (function (_super) {
         __extends(StopAnimationAction, _super);
         __extends(StopAnimationAction, _super);
@@ -105,7 +105,7 @@ var BABYLON;
             scene.stopAnimation(this._target);
             scene.stopAnimation(this._target);
         };
         };
         return StopAnimationAction;
         return StopAnimationAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.StopAnimationAction = StopAnimationAction;
     BABYLON.StopAnimationAction = StopAnimationAction;
     var DoNothingAction = (function (_super) {
     var DoNothingAction = (function (_super) {
         __extends(DoNothingAction, _super);
         __extends(DoNothingAction, _super);
@@ -116,7 +116,7 @@ var BABYLON;
         DoNothingAction.prototype.execute = function () {
         DoNothingAction.prototype.execute = function () {
         };
         };
         return DoNothingAction;
         return DoNothingAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.DoNothingAction = DoNothingAction;
     BABYLON.DoNothingAction = DoNothingAction;
     var CombineAction = (function (_super) {
     var CombineAction = (function (_super) {
         __extends(CombineAction, _super);
         __extends(CombineAction, _super);
@@ -136,7 +136,7 @@ var BABYLON;
             }
             }
         };
         };
         return CombineAction;
         return CombineAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.CombineAction = CombineAction;
     BABYLON.CombineAction = CombineAction;
     var ExecuteCodeAction = (function (_super) {
     var ExecuteCodeAction = (function (_super) {
         __extends(ExecuteCodeAction, _super);
         __extends(ExecuteCodeAction, _super);
@@ -148,7 +148,7 @@ var BABYLON;
             this.func(evt);
             this.func(evt);
         };
         };
         return ExecuteCodeAction;
         return ExecuteCodeAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.ExecuteCodeAction = ExecuteCodeAction;
     BABYLON.ExecuteCodeAction = ExecuteCodeAction;
     var SetParentAction = (function (_super) {
     var SetParentAction = (function (_super) {
         __extends(SetParentAction, _super);
         __extends(SetParentAction, _super);
@@ -169,7 +169,7 @@ var BABYLON;
             this._target.parent = this._parent;
             this._target.parent = this._parent;
         };
         };
         return SetParentAction;
         return SetParentAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.SetParentAction = SetParentAction;
     BABYLON.SetParentAction = SetParentAction;
     var PlaySoundAction = (function (_super) {
     var PlaySoundAction = (function (_super) {
         __extends(PlaySoundAction, _super);
         __extends(PlaySoundAction, _super);
@@ -184,7 +184,7 @@ var BABYLON;
                 this._sound.play();
                 this._sound.play();
         };
         };
         return PlaySoundAction;
         return PlaySoundAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.PlaySoundAction = PlaySoundAction;
     BABYLON.PlaySoundAction = PlaySoundAction;
     var StopSoundAction = (function (_super) {
     var StopSoundAction = (function (_super) {
         __extends(StopSoundAction, _super);
         __extends(StopSoundAction, _super);
@@ -199,6 +199,6 @@ var BABYLON;
                 this._sound.stop();
                 this._sound.stop();
         };
         };
         return StopSoundAction;
         return StopSoundAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.StopSoundAction = StopSoundAction;
     BABYLON.StopSoundAction = StopSoundAction;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

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

@@ -60,6 +60,6 @@ var BABYLON;
             scene.beginDirectAnimation(this._target, [animation], 0, 100, false, 1, this.onInterpolationDone);
             scene.beginDirectAnimation(this._target, [animation], 0, 100, false, 1, this.onInterpolationDone);
         };
         };
         return InterpolateValueAction;
         return InterpolateValueAction;
-    })(BABYLON.Action);
+    }(BABYLON.Action));
     BABYLON.InterpolateValueAction = InterpolateValueAction;
     BABYLON.InterpolateValueAction = InterpolateValueAction;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@@ -205,7 +205,7 @@ var BABYLON;
             BABYLON.serialize()
             BABYLON.serialize()
         ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
         ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
         return ArcRotateCameraPointersInput;
         return ArcRotateCameraPointersInput;
-    })();
+    }());
     BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
     BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
     BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
     BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@@ -32,7 +32,7 @@ var BABYLON;
             delete this._geometries[id];
             delete this._geometries[id];
         };
         };
         return CollisionCache;
         return CollisionCache;
-    })();
+    }());
     BABYLON.CollisionCache = CollisionCache;
     BABYLON.CollisionCache = CollisionCache;
     var CollideWorker = (function () {
     var CollideWorker = (function () {
         function CollideWorker(collider, _collisionCache, finalPosition) {
         function CollideWorker(collider, _collisionCache, finalPosition) {
@@ -144,7 +144,7 @@ var BABYLON;
             return this.collider._canDoCollision(BABYLON.Vector3.FromArray(subMesh.sphereCenter), subMesh.sphereRadius, BABYLON.Vector3.FromArray(subMesh.boxMinimum), BABYLON.Vector3.FromArray(subMesh.boxMaximum));
             return this.collider._canDoCollision(BABYLON.Vector3.FromArray(subMesh.sphereCenter), subMesh.sphereRadius, BABYLON.Vector3.FromArray(subMesh.boxMinimum), BABYLON.Vector3.FromArray(subMesh.boxMaximum));
         };
         };
         return CollideWorker;
         return CollideWorker;
-    })();
+    }());
     BABYLON.CollideWorker = CollideWorker;
     BABYLON.CollideWorker = CollideWorker;
     var CollisionDetectorTransferable = (function () {
     var CollisionDetectorTransferable = (function () {
         function CollisionDetectorTransferable() {
         function CollisionDetectorTransferable() {
@@ -206,7 +206,7 @@ var BABYLON;
             postMessage(reply, undefined);
             postMessage(reply, undefined);
         };
         };
         return CollisionDetectorTransferable;
         return CollisionDetectorTransferable;
-    })();
+    }());
     BABYLON.CollisionDetectorTransferable = CollisionDetectorTransferable;
     BABYLON.CollisionDetectorTransferable = CollisionDetectorTransferable;
     //check if we are in a web worker, as this code should NOT run on the main UI thread
     //check if we are in a web worker, as this code should NOT run on the main UI thread
     try {
     try {

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@@ -400,6 +400,6 @@ var BABYLON;
         ShadowGenerator._FILTER_POISSONSAMPLING = 2;
         ShadowGenerator._FILTER_POISSONSAMPLING = 2;
         ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP = 3;
         ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP = 3;
         return ShadowGenerator;
         return ShadowGenerator;
-    })();
+    }());
     BABYLON.ShadowGenerator = ShadowGenerator;
     BABYLON.ShadowGenerator = ShadowGenerator;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

+ 416 - 0
src/Materials/Textures/babylon.hdrcubetexture.js

@@ -0,0 +1,416 @@
+var __extends = (this && this.__extends) || function (d, b) {
+    for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
+    function __() { this.constructor = d; }
+    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
+};
+var BABYLON;
+(function (BABYLON) {
+    /**
+     * This represents a texture coming from an HDR input.
+     *
+     * The only supported format is currently panorama picture stored in RGBE format.
+     * Example of such files can be found on HDRLib: http://hdrlib.com/
+     */
+    var HDRCubeTexture = (function (_super) {
+        __extends(HDRCubeTexture, _super);
+        /**
+         * Instantiates an HDRTexture from the following parameters.
+         *
+         * @param url The location of the HDR raw data (Panorama stored in RGBE format)
+         * @param scene The scene the texture will be used in
+         * @param size The cubemap desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
+         * @param noMipmap Forces to not generate the mipmap if true
+         * @param generateHarmonics Specifies wether you want to extract the polynomial harmonics during the generation process
+         * @param useInGammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
+         * @param usePMREMGenerator Specifies wether or not to generate the CubeMap through CubeMapGen to avoid seams issue at run time.
+         */
+        function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, useInGammaSpace, usePMREMGenerator) {
+            if (noMipmap === void 0) { noMipmap = false; }
+            if (generateHarmonics === void 0) { generateHarmonics = true; }
+            if (useInGammaSpace === void 0) { useInGammaSpace = false; }
+            if (usePMREMGenerator === void 0) { usePMREMGenerator = false; }
+            _super.call(this, scene);
+            this._useInGammaSpace = false;
+            this._generateHarmonics = true;
+            this._isBABYLONPreprocessed = false;
+            /**
+             * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
+             */
+            this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
+            /**
+             * The spherical polynomial data extracted from the texture.
+             */
+            this.sphericalPolynomial = null;
+            /**
+             * Specifies wether the texture has been generated through the PMREMGenerator tool.
+             * This is usefull at run time to apply the good shader.
+             */
+            this.isPMREM = false;
+            if (!url) {
+                return;
+            }
+            this.name = url;
+            this.url = url;
+            this.hasAlpha = false;
+            this.isCube = true;
+            this._textureMatrix = BABYLON.Matrix.Identity();
+            if (size) {
+                this._isBABYLONPreprocessed = false;
+                this._noMipmap = noMipmap;
+                this._size = size;
+                this._useInGammaSpace = useInGammaSpace;
+                this._usePMREMGenerator = usePMREMGenerator && scene.getEngine().getCaps().textureLOD;
+            }
+            else {
+                this._isBABYLONPreprocessed = true;
+                this._noMipmap = false;
+                this._useInGammaSpace = false;
+                this._usePMREMGenerator = scene.getEngine().getCaps().textureLOD;
+            }
+            this.isPMREM = this._usePMREMGenerator;
+            this._texture = this._getFromCache(url, this._noMipmap);
+            if (!this._texture) {
+                if (!scene.useDelayedTextureLoading) {
+                    this.loadTexture();
+                }
+                else {
+                    this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
+                }
+            }
+        }
+        /**
+         * Occurs when the file is a preprocessed .babylon.hdr file.
+         */
+        HDRCubeTexture.prototype.loadBabylonTexture = function () {
+            var _this = this;
+            var mipLevels = 0;
+            var floatArrayView = null;
+            var mipmapGenerator = function (data) {
+                var mips = [];
+                var startIndex = 30;
+                for (var level = 0; level < mipLevels; level++) {
+                    mips.push([]);
+                    // Fill each pixel of the mip level.
+                    var faceSize = Math.pow(_this._size >> level, 2) * 3;
+                    for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
+                        var faceData = floatArrayView.subarray(startIndex, startIndex + faceSize);
+                        mips[level].push(faceData);
+                        startIndex += faceSize;
+                    }
+                }
+                return mips;
+            };
+            var callback = function (buffer) {
+                // Create Native Array Views
+                var intArrayView = new Int32Array(buffer);
+                floatArrayView = new Float32Array(buffer);
+                // Fill header.
+                var version = intArrayView[0]; // Version 1. (MAy be use in case of format changes for backward compaibility)
+                _this._size = intArrayView[1]; // CubeMap max mip face size.
+                // Update Texture Information.
+                _this.getScene().getEngine().updateTextureSize(_this._texture, _this._size, _this._size);
+                // Fill polynomial information.
+                _this.sphericalPolynomial = new BABYLON.SphericalPolynomial();
+                _this.sphericalPolynomial.x.copyFromFloats(floatArrayView[2], floatArrayView[3], floatArrayView[4]);
+                _this.sphericalPolynomial.y.copyFromFloats(floatArrayView[5], floatArrayView[6], floatArrayView[7]);
+                _this.sphericalPolynomial.z.copyFromFloats(floatArrayView[8], floatArrayView[9], floatArrayView[10]);
+                _this.sphericalPolynomial.xx.copyFromFloats(floatArrayView[11], floatArrayView[12], floatArrayView[13]);
+                _this.sphericalPolynomial.yy.copyFromFloats(floatArrayView[14], floatArrayView[15], floatArrayView[16]);
+                _this.sphericalPolynomial.zz.copyFromFloats(floatArrayView[17], floatArrayView[18], floatArrayView[19]);
+                _this.sphericalPolynomial.xy.copyFromFloats(floatArrayView[20], floatArrayView[21], floatArrayView[22]);
+                _this.sphericalPolynomial.yz.copyFromFloats(floatArrayView[23], floatArrayView[24], floatArrayView[25]);
+                _this.sphericalPolynomial.zx.copyFromFloats(floatArrayView[26], floatArrayView[27], floatArrayView[28]);
+                // Fill pixel data.
+                mipLevels = intArrayView[29]; // Number of mip levels.
+                var startIndex = 30;
+                var data = [];
+                var faceSize = Math.pow(_this._size, 2) * 3;
+                for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
+                    data.push(floatArrayView.subarray(startIndex, startIndex + faceSize));
+                }
+                var results = [];
+                var byteArray = null;
+                // Create uintarray fallback.
+                if (!_this.getScene().getEngine().getCaps().textureFloat) {
+                    // 3 channels of 1 bytes per pixel in bytes.
+                    var byteBuffer = new ArrayBuffer(faceSize);
+                    byteArray = new Uint8Array(byteBuffer);
+                    mipmapGenerator = null;
+                }
+                // Push each faces.
+                for (var j = 0; j < 6; j++) {
+                    var dataFace = data[j];
+                    // If special cases.
+                    if (_this._useInGammaSpace || byteArray) {
+                        for (var i = 0; i < _this._size * _this._size; i++) {
+                            // Put in gamma space if requested.
+                            if (_this._useInGammaSpace) {
+                                dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
+                                dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
+                                dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
+                            }
+                            // Convert to int texture for fallback.
+                            if (byteArray) {
+                                // R
+                                byteArray[(i * 3) + 0] = dataFace[(i * 3) + 0] * 255;
+                                byteArray[(i * 3) + 0] = Math.min(255, byteArray[(i * 3) + 0]);
+                                // G
+                                byteArray[(i * 3) + 1] = dataFace[(i * 3) + 1] * 255;
+                                byteArray[(i * 3) + 1] = Math.min(255, byteArray[(i * 3) + 1]);
+                                // B
+                                byteArray[(i * 3) + 2] = dataFace[(i * 3) + 2] * 255;
+                                byteArray[(i * 3) + 2] = Math.min(255, byteArray[(i * 3) + 2]);
+                            }
+                        }
+                    }
+                    results.push(dataFace);
+                }
+                return results;
+            };
+            this._texture = this.getScene().getEngine().createRawCubeTexture(this.url, this.getScene(), this._size, BABYLON.Engine.TEXTUREFORMAT_RGB, BABYLON.Engine.TEXTURETYPE_FLOAT, this._noMipmap, callback, mipmapGenerator);
+        };
+        /**
+         * Occurs when the file is raw .hdr file.
+         */
+        HDRCubeTexture.prototype.loadHDRTexture = function () {
+            var _this = this;
+            var callback = function (buffer) {
+                // Extract the raw linear data.
+                var data = BABYLON.Internals.HDRTools.GetCubeMapTextureData(buffer, _this._size);
+                // Generate harmonics if needed.
+                if (_this._generateHarmonics) {
+                    _this.sphericalPolynomial = BABYLON.Internals.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
+                }
+                var results = [];
+                var byteArray = null;
+                // Create uintarray fallback.
+                if (!_this.getScene().getEngine().getCaps().textureFloat) {
+                    // 3 channels of 1 bytes per pixel in bytes.
+                    var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
+                    byteArray = new Uint8Array(byteBuffer);
+                }
+                // Push each faces.
+                for (var j = 0; j < 6; j++) {
+                    var dataFace = data[HDRCubeTexture._facesMapping[j]];
+                    // If special cases.
+                    if (_this._useInGammaSpace || byteArray) {
+                        for (var i = 0; i < _this._size * _this._size; i++) {
+                            // Put in gamma space if requested.
+                            if (_this._useInGammaSpace) {
+                                dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
+                                dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
+                                dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
+                            }
+                            // Convert to int texture for fallback.
+                            if (byteArray) {
+                                // R
+                                byteArray[(i * 3) + 0] = dataFace[(i * 3) + 0] * 255;
+                                byteArray[(i * 3) + 0] = Math.min(255, byteArray[(i * 3) + 0]);
+                                // G
+                                byteArray[(i * 3) + 1] = dataFace[(i * 3) + 1] * 255;
+                                byteArray[(i * 3) + 1] = Math.min(255, byteArray[(i * 3) + 1]);
+                                // B
+                                byteArray[(i * 3) + 2] = dataFace[(i * 3) + 2] * 255;
+                                byteArray[(i * 3) + 2] = Math.min(255, byteArray[(i * 3) + 2]);
+                            }
+                        }
+                    }
+                    results.push(dataFace);
+                }
+                return results;
+            };
+            var mipmapGenerator = null;
+            if (!this._noMipmap && this._usePMREMGenerator) {
+                mipmapGenerator = function (data) {
+                    // Custom setup of the generator matching with the PBR shader values.
+                    var generator = new BABYLON.Internals.PMREMGenerator(data, _this._size, _this._size, 0, 3, _this.getScene().getEngine().getCaps().textureFloat, 2048, 0.25, false, true);
+                    return generator.filterCubeMap();
+                };
+            }
+            this._texture = this.getScene().getEngine().createRawCubeTexture(this.url, this.getScene(), this._size, BABYLON.Engine.TEXTUREFORMAT_RGB, BABYLON.Engine.TEXTURETYPE_FLOAT, this._noMipmap, callback, mipmapGenerator);
+        };
+        /**
+         * Starts the loading process of the texture.
+         */
+        HDRCubeTexture.prototype.loadTexture = function () {
+            if (this._isBABYLONPreprocessed) {
+                this.loadBabylonTexture();
+            }
+            else {
+                this.loadHDRTexture();
+            }
+        };
+        HDRCubeTexture.prototype.clone = function () {
+            var size = this._isBABYLONPreprocessed ? null : this._size;
+            var newTexture = new HDRCubeTexture(this.url, this.getScene(), size, this._noMipmap, this._generateHarmonics, this._useInGammaSpace, this._usePMREMGenerator);
+            // Base texture
+            newTexture.level = this.level;
+            newTexture.wrapU = this.wrapU;
+            newTexture.wrapV = this.wrapV;
+            newTexture.coordinatesIndex = this.coordinatesIndex;
+            newTexture.coordinatesMode = this.coordinatesMode;
+            return newTexture;
+        };
+        // Methods
+        HDRCubeTexture.prototype.delayLoad = function () {
+            if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
+                return;
+            }
+            this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
+            this._texture = this._getFromCache(this.url, this._noMipmap);
+            if (!this._texture) {
+                this.loadTexture();
+            }
+        };
+        HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
+            return this._textureMatrix;
+        };
+        HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
+            var texture = null;
+            if (parsedTexture.name && !parsedTexture.isRenderTarget) {
+                var size = parsedTexture.isBABYLONPreprocessed ? null : parsedTexture.size;
+                texture = new BABYLON.HDRCubeTexture(rootUrl + parsedTexture.name, scene, size, texture.generateHarmonics, texture.useInGammaSpace, texture.usePMREMGenerator);
+                texture.name = parsedTexture.name;
+                texture.hasAlpha = parsedTexture.hasAlpha;
+                texture.level = parsedTexture.level;
+                texture.coordinatesMode = parsedTexture.coordinatesMode;
+            }
+            return texture;
+        };
+        HDRCubeTexture.prototype.serialize = function () {
+            if (!this.name) {
+                return null;
+            }
+            var serializationObject = {};
+            serializationObject.name = this.name;
+            serializationObject.hasAlpha = this.hasAlpha;
+            serializationObject.isCube = true;
+            serializationObject.level = this.level;
+            serializationObject.size = this._size;
+            serializationObject.coordinatesMode = this.coordinatesMode;
+            serializationObject.useInGammaSpace = this._useInGammaSpace;
+            serializationObject.generateHarmonics = this._generateHarmonics;
+            serializationObject.usePMREMGenerator = this._usePMREMGenerator;
+            serializationObject.isBABYLONPreprocessed = this._isBABYLONPreprocessed;
+            return serializationObject;
+        };
+        /**
+         * Saves as a file the data contained in the texture in a binary format.
+         * This can be used to prevent the long loading tie associated with creating the seamless texture as well
+         * as the spherical used in the lighting.
+         * @param url The HDR file url.
+         * @param size The size of the texture data to generate (one of the cubemap face desired width).
+         * @param onError Method called if any error happens during download.
+         * @return The packed binary data.
+         */
+        HDRCubeTexture.generateBabylonHDROnDisk = function (url, size, onError) {
+            if (onError === void 0) { onError = null; }
+            var callback = function (buffer) {
+                var data = new Blob([buffer], { type: 'application/octet-stream' });
+                // Returns a URL you can use as a href.
+                var objUrl = window.URL.createObjectURL(data);
+                // Simulates a link to it and click to dowload.
+                var a = document.createElement("a");
+                document.body.appendChild(a);
+                a.style.display = "none";
+                a.href = objUrl;
+                a.download = "envmap.babylon.hdr";
+                a.click();
+            };
+            HDRCubeTexture.generateBabylonHDR(url, size, callback, onError);
+        };
+        /**
+         * Serializes the data contained in the texture in a binary format.
+         * This can be used to prevent the long loading tie associated with creating the seamless texture as well
+         * as the spherical used in the lighting.
+         * @param url The HDR file url.
+         * @param size The size of the texture data to generate (one of the cubemap face desired width).
+         * @param onError Method called if any error happens during download.
+         * @return The packed binary data.
+         */
+        HDRCubeTexture.generateBabylonHDR = function (url, size, callback, onError) {
+            if (onError === void 0) { onError = null; }
+            // Needs the url tho create the texture.
+            if (!url) {
+                return null;
+            }
+            // Check Power of two size.
+            if (!BABYLON.Tools.IsExponentOfTwo(size)) {
+                return null;
+            }
+            var getDataCallback = function (dataBuffer) {
+                // Extract the raw linear data.
+                var cubeData = BABYLON.Internals.HDRTools.GetCubeMapTextureData(dataBuffer, size);
+                // Generate harmonics if needed.
+                var sphericalPolynomial = BABYLON.Internals.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(cubeData);
+                // Generate seamless faces
+                var mipGeneratorArray = [];
+                // Data are known to be in +X +Y +Z -X -Y -Z
+                // mipmmapGenerator data is expected to be order in +X -X +Y -Y +Z -Z
+                mipGeneratorArray.push(cubeData.right); // +X
+                mipGeneratorArray.push(cubeData.left); // -X
+                mipGeneratorArray.push(cubeData.up); // +Y
+                mipGeneratorArray.push(cubeData.down); // -Y
+                mipGeneratorArray.push(cubeData.front); // +Z
+                mipGeneratorArray.push(cubeData.back); // -Z
+                // Custom setup of the generator matching with the PBR shader values.
+                var generator = new BABYLON.Internals.PMREMGenerator(mipGeneratorArray, size, size, 0, 3, true, 2048, 0.25, false, true);
+                var mippedData = generator.filterCubeMap();
+                // Compute required byte length.
+                var byteLength = 1 * 4; // Raw Data Version int32.
+                byteLength += 4; // CubeMap max mip face size int32.
+                byteLength += (9 * 3 * 4); // Spherical polynomial byte length 9 Vector 3 of floats.
+                // Add data size.
+                byteLength += 4; // Number of mip levels int32.
+                for (var level = 0; level < mippedData.length; level++) {
+                    var mipSize = size >> level;
+                    byteLength += (6 * mipSize * mipSize * 3 * 4); // 6 faces of size squared rgb float pixels.
+                }
+                // Prepare binary structure.
+                var buffer = new ArrayBuffer(byteLength);
+                var intArrayView = new Int32Array(buffer);
+                var floatArrayView = new Float32Array(buffer);
+                // Fill header.
+                intArrayView[0] = 1; // Version 1.
+                intArrayView[1] = size; // CubeMap max mip face size.
+                // Fill polynomial information.
+                sphericalPolynomial.x.toArray(floatArrayView, 2);
+                sphericalPolynomial.y.toArray(floatArrayView, 5);
+                sphericalPolynomial.z.toArray(floatArrayView, 8);
+                sphericalPolynomial.xx.toArray(floatArrayView, 11);
+                sphericalPolynomial.yy.toArray(floatArrayView, 14);
+                sphericalPolynomial.zz.toArray(floatArrayView, 17);
+                sphericalPolynomial.xy.toArray(floatArrayView, 20);
+                sphericalPolynomial.yz.toArray(floatArrayView, 23);
+                sphericalPolynomial.zx.toArray(floatArrayView, 26);
+                // Fill pixel data.
+                intArrayView[29] = mippedData.length; // Number of mip levels.
+                var startIndex = 30;
+                for (var level = 0; level < mippedData.length; level++) {
+                    // Fill each pixel of the mip level.
+                    var faceSize = Math.pow(size >> level, 2) * 3;
+                    for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
+                        floatArrayView.set(mippedData[level][faceIndex], startIndex);
+                        startIndex += faceSize;
+                    }
+                }
+                // Callback.
+                callback(buffer);
+            };
+            // Download and process.
+            BABYLON.Tools.LoadFile(url, function (data) {
+                getDataCallback(data);
+            }, null, null, true, onError);
+        };
+        HDRCubeTexture._facesMapping = [
+            "right",
+            "up",
+            "front",
+            "left",
+            "down",
+            "back"
+        ];
+        return HDRCubeTexture;
+    }(BABYLON.BaseTexture));
+    BABYLON.HDRCubeTexture = HDRCubeTexture;
+})(BABYLON || (BABYLON = {}));

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

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

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

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

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

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

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

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

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

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

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

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

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

@@ -46,7 +46,7 @@ var BABYLON;
             return currentDefines;
             return currentDefines;
         };
         };
         return EffectFallbacks;
         return EffectFallbacks;
-    })();
+    }());
     BABYLON.EffectFallbacks = EffectFallbacks;
     BABYLON.EffectFallbacks = EffectFallbacks;
     var Effect = (function () {
     var Effect = (function () {
         function Effect(baseName, attributesNames, uniformsNames, samplers, engine, defines, fallbacks, onCompiled, onError) {
         function Effect(baseName, attributesNames, uniformsNames, samplers, engine, defines, fallbacks, onCompiled, onError) {
@@ -448,6 +448,6 @@ var BABYLON;
         Effect.ShadersStore = {};
         Effect.ShadersStore = {};
         Effect.IncludesShadersStore = {};
         Effect.IncludesShadersStore = {};
         return Effect;
         return Effect;
-    })();
+    }());
     BABYLON.Effect = Effect;
     BABYLON.Effect = Effect;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

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

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

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

@@ -49,7 +49,7 @@ var BABYLON;
             return result;
             return result;
         };
         };
         return MaterialDefines;
         return MaterialDefines;
-    })();
+    }());
     BABYLON.MaterialDefines = MaterialDefines;
     BABYLON.MaterialDefines = MaterialDefines;
     var Material = (function () {
     var Material = (function () {
         function Material(name, scene, doNotAdd) {
         function Material(name, scene, doNotAdd) {
@@ -323,6 +323,6 @@ var BABYLON;
             BABYLON.serialize()
             BABYLON.serialize()
         ], Material.prototype, "fillMode", null);
         ], Material.prototype, "fillMode", null);
         return Material;
         return Material;
-    })();
+    }());
     BABYLON.Material = Material;
     BABYLON.Material = Material;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

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

@@ -199,6 +199,6 @@ var BABYLON;
             }
             }
         };
         };
         return MaterialHelper;
         return MaterialHelper;
-    })();
+    }());
     BABYLON.MaterialHelper = MaterialHelper;
     BABYLON.MaterialHelper = MaterialHelper;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

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

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

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

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

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

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

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

@@ -103,7 +103,7 @@ var BABYLON;
             this._keys = Object.keys(this);
             this._keys = Object.keys(this);
         }
         }
         return StandardMaterialDefines;
         return StandardMaterialDefines;
-    })(BABYLON.MaterialDefines);
+    }(BABYLON.MaterialDefines));
     var StandardMaterial = (function (_super) {
     var StandardMaterial = (function (_super) {
         __extends(StandardMaterial, _super);
         __extends(StandardMaterial, _super);
         function StandardMaterial(name, scene) {
         function StandardMaterial(name, scene) {
@@ -853,6 +853,6 @@ var BABYLON;
             BABYLON.serialize()
             BABYLON.serialize()
         ], StandardMaterial.prototype, "useLogarithmicDepth", null);
         ], StandardMaterial.prototype, "useLogarithmicDepth", null);
         return StandardMaterial;
         return StandardMaterial;
-    })(BABYLON.Material);
+    }(BABYLON.Material));
     BABYLON.StandardMaterial = StandardMaterial;
     BABYLON.StandardMaterial = StandardMaterial;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

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

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

+ 23 - 23
src/Math/babylon.math.js

@@ -32,7 +32,7 @@ var BABYLON;
             return Math.min(max, Math.max(min, value));
             return Math.min(max, Math.max(min, value));
         };
         };
         return MathTools;
         return MathTools;
-    })();
+    }());
     BABYLON.MathTools = MathTools;
     BABYLON.MathTools = MathTools;
     var Color3 = (function () {
     var Color3 = (function () {
         function Color3(r, g, b) {
         function Color3(r, g, b) {
@@ -187,7 +187,7 @@ var BABYLON;
         Color3.Yellow = function () { return new Color3(1, 1, 0); };
         Color3.Yellow = function () { return new Color3(1, 1, 0); };
         Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
         Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
         return Color3;
         return Color3;
-    })();
+    }());
     BABYLON.Color3 = Color3;
     BABYLON.Color3 = Color3;
     var Color4 = (function () {
     var Color4 = (function () {
         function Color4(r, g, b, a) {
         function Color4(r, g, b, a) {
@@ -308,7 +308,7 @@ var BABYLON;
             return colors;
             return colors;
         };
         };
         return Color4;
         return Color4;
-    })();
+    }());
     BABYLON.Color4 = Color4;
     BABYLON.Color4 = Color4;
     var Vector2 = (function () {
     var Vector2 = (function () {
         function Vector2(x, y) {
         function Vector2(x, y) {
@@ -496,7 +496,7 @@ var BABYLON;
             return (x * x) + (y * y);
             return (x * x) + (y * y);
         };
         };
         return Vector2;
         return Vector2;
-    })();
+    }());
     BABYLON.Vector2 = Vector2;
     BABYLON.Vector2 = Vector2;
     var Vector3 = (function () {
     var Vector3 = (function () {
         function Vector3(x, y, z) {
         function Vector3(x, y, z) {
@@ -995,7 +995,7 @@ var BABYLON;
             ref.z = roll;
             ref.z = roll;
         };
         };
         return Vector3;
         return Vector3;
-    })();
+    }());
     BABYLON.Vector3 = Vector3;
     BABYLON.Vector3 = Vector3;
     //Vector4 class created for EulerAngle class conversion to Quaternion
     //Vector4 class created for EulerAngle class conversion to Quaternion
     var Vector4 = (function () {
     var Vector4 = (function () {
@@ -1255,7 +1255,7 @@ var BABYLON;
             return center;
             return center;
         };
         };
         return Vector4;
         return Vector4;
-    })();
+    }());
     BABYLON.Vector4 = Vector4;
     BABYLON.Vector4 = Vector4;
     var Quaternion = (function () {
     var Quaternion = (function () {
         function Quaternion(x, y, z, w) {
         function Quaternion(x, y, z, w) {
@@ -1541,7 +1541,7 @@ var BABYLON;
             return new Quaternion((num3 * left.x) + (num2 * right.x), (num3 * left.y) + (num2 * right.y), (num3 * left.z) + (num2 * right.z), (num3 * left.w) + (num2 * right.w));
             return new Quaternion((num3 * left.x) + (num2 * right.x), (num3 * left.y) + (num2 * right.y), (num3 * left.z) + (num2 * right.z), (num3 * left.w) + (num2 * right.w));
         };
         };
         return Quaternion;
         return Quaternion;
-    })();
+    }());
     BABYLON.Quaternion = Quaternion;
     BABYLON.Quaternion = Quaternion;
     var Matrix = (function () {
     var Matrix = (function () {
         function Matrix() {
         function Matrix() {
@@ -2196,7 +2196,7 @@ var BABYLON;
         Matrix._yAxis = Vector3.Zero();
         Matrix._yAxis = Vector3.Zero();
         Matrix._zAxis = Vector3.Zero();
         Matrix._zAxis = Vector3.Zero();
         return Matrix;
         return Matrix;
-    })();
+    }());
     BABYLON.Matrix = Matrix;
     BABYLON.Matrix = Matrix;
     var Plane = (function () {
     var Plane = (function () {
         function Plane(a, b, c, d) {
         function Plane(a, b, c, d) {
@@ -2289,7 +2289,7 @@ var BABYLON;
             return Vector3.Dot(point, normal) + d;
             return Vector3.Dot(point, normal) + d;
         };
         };
         return Plane;
         return Plane;
-    })();
+    }());
     BABYLON.Plane = Plane;
     BABYLON.Plane = Plane;
     var Viewport = (function () {
     var Viewport = (function () {
         function Viewport(x, y, width, height) {
         function Viewport(x, y, width, height) {
@@ -2302,7 +2302,7 @@ var BABYLON;
             return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
             return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
         };
         };
         return Viewport;
         return Viewport;
-    })();
+    }());
     BABYLON.Viewport = Viewport;
     BABYLON.Viewport = Viewport;
     var Frustum = (function () {
     var Frustum = (function () {
         function Frustum() {
         function Frustum() {
@@ -2354,7 +2354,7 @@ var BABYLON;
             frustumPlanes[5].normalize();
             frustumPlanes[5].normalize();
         };
         };
         return Frustum;
         return Frustum;
-    })();
+    }());
     BABYLON.Frustum = Frustum;
     BABYLON.Frustum = Frustum;
     (function (Space) {
     (function (Space) {
         Space[Space["LOCAL"] = 0] = "LOCAL";
         Space[Space["LOCAL"] = 0] = "LOCAL";
@@ -2368,7 +2368,7 @@ var BABYLON;
         Axis.Y = new Vector3(0, 1, 0);
         Axis.Y = new Vector3(0, 1, 0);
         Axis.Z = new Vector3(0, 0, 1);
         Axis.Z = new Vector3(0, 0, 1);
         return Axis;
         return Axis;
-    })();
+    }());
     BABYLON.Axis = Axis;
     BABYLON.Axis = Axis;
     ;
     ;
     var BezierCurve = (function () {
     var BezierCurve = (function () {
@@ -2394,7 +2394,7 @@ var BABYLON;
                 Math.pow(refinedT, 3);
                 Math.pow(refinedT, 3);
         };
         };
         return BezierCurve;
         return BezierCurve;
-    })();
+    }());
     BABYLON.BezierCurve = BezierCurve;
     BABYLON.BezierCurve = BezierCurve;
     (function (Orientation) {
     (function (Orientation) {
         Orientation[Orientation["CW"] = 0] = "CW";
         Orientation[Orientation["CW"] = 0] = "CW";
@@ -2422,7 +2422,7 @@ var BABYLON;
             return new Angle(degrees * Math.PI / 180);
             return new Angle(degrees * Math.PI / 180);
         };
         };
         return Angle;
         return Angle;
-    })();
+    }());
     BABYLON.Angle = Angle;
     BABYLON.Angle = Angle;
     var Arc2 = (function () {
     var Arc2 = (function () {
         function Arc2(startPoint, midPoint, endPoint) {
         function Arc2(startPoint, midPoint, endPoint) {
@@ -2452,7 +2452,7 @@ var BABYLON;
             this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
             this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
         }
         }
         return Arc2;
         return Arc2;
-    })();
+    }());
     BABYLON.Arc2 = Arc2;
     BABYLON.Arc2 = Arc2;
     var Path2 = (function () {
     var Path2 = (function () {
         function Path2(x, y) {
         function Path2(x, y) {
@@ -2537,7 +2537,7 @@ var BABYLON;
             return new Path2(x, y);
             return new Path2(x, y);
         };
         };
         return Path2;
         return Path2;
-    })();
+    }());
     BABYLON.Path2 = Path2;
     BABYLON.Path2 = Path2;
     var Path3D = (function () {
     var Path3D = (function () {
         /**
         /**
@@ -2705,7 +2705,7 @@ var BABYLON;
             return normal0;
             return normal0;
         };
         };
         return Path3D;
         return Path3D;
-    })();
+    }());
     BABYLON.Path3D = Path3D;
     BABYLON.Path3D = Path3D;
     var Curve3 = (function () {
     var Curve3 = (function () {
         /**
         /**
@@ -2808,7 +2808,7 @@ var BABYLON;
             return l;
             return l;
         };
         };
         return Curve3;
         return Curve3;
-    })();
+    }());
     BABYLON.Curve3 = Curve3;
     BABYLON.Curve3 = Curve3;
     // SphericalHarmonics
     // SphericalHarmonics
     var SphericalHarmonics = (function () {
     var SphericalHarmonics = (function () {
@@ -2848,7 +2848,7 @@ var BABYLON;
             this.L22 = this.L22.scale(scale);
             this.L22 = this.L22.scale(scale);
         };
         };
         return SphericalHarmonics;
         return SphericalHarmonics;
-    })();
+    }());
     BABYLON.SphericalHarmonics = SphericalHarmonics;
     BABYLON.SphericalHarmonics = SphericalHarmonics;
     // SphericalPolynomial
     // SphericalPolynomial
     var SphericalPolynomial = (function () {
     var SphericalPolynomial = (function () {
@@ -2883,7 +2883,7 @@ var BABYLON;
             return result;
             return result;
         };
         };
         return SphericalPolynomial;
         return SphericalPolynomial;
-    })();
+    }());
     BABYLON.SphericalPolynomial = SphericalPolynomial;
     BABYLON.SphericalPolynomial = SphericalPolynomial;
     // Vertex formats
     // Vertex formats
     var PositionNormalVertex = (function () {
     var PositionNormalVertex = (function () {
@@ -2897,7 +2897,7 @@ var BABYLON;
             return new PositionNormalVertex(this.position.clone(), this.normal.clone());
             return new PositionNormalVertex(this.position.clone(), this.normal.clone());
         };
         };
         return PositionNormalVertex;
         return PositionNormalVertex;
-    })();
+    }());
     BABYLON.PositionNormalVertex = PositionNormalVertex;
     BABYLON.PositionNormalVertex = PositionNormalVertex;
     var PositionNormalTextureVertex = (function () {
     var PositionNormalTextureVertex = (function () {
         function PositionNormalTextureVertex(position, normal, uv) {
         function PositionNormalTextureVertex(position, normal, uv) {
@@ -2912,7 +2912,7 @@ var BABYLON;
             return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
             return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
         };
         };
         return PositionNormalTextureVertex;
         return PositionNormalTextureVertex;
-    })();
+    }());
     BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
     BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
     // Temporary pre-allocated objects for engine internal use
     // Temporary pre-allocated objects for engine internal use
     // usage in any internal function :
     // usage in any internal function :
@@ -2932,6 +2932,6 @@ var BABYLON;
             Matrix.Zero(), Matrix.Zero(),
             Matrix.Zero(), Matrix.Zero(),
             Matrix.Zero(), Matrix.Zero()]; // 6 temp Matrices at once should be enough
             Matrix.Zero(), Matrix.Zero()]; // 6 temp Matrices at once should be enough
         return Tmp;
         return Tmp;
-    })();
+    }());
     BABYLON.Tmp = Tmp;
     BABYLON.Tmp = Tmp;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

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

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

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

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

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

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

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

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

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

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

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

@@ -88,6 +88,6 @@ var BABYLON;
             return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
             return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
         };
         };
         return LinesMesh;
         return LinesMesh;
-    })(BABYLON.Mesh);
+    }(BABYLON.Mesh));
     BABYLON.LinesMesh = LinesMesh;
     BABYLON.LinesMesh = LinesMesh;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

+ 19 - 3
src/Mesh/babylon.mesh.js

@@ -12,7 +12,7 @@ var BABYLON;
             this.renderSelf = new Array();
             this.renderSelf = new Array();
         }
         }
         return _InstancesBatch;
         return _InstancesBatch;
-    })();
+    }());
     BABYLON._InstancesBatch = _InstancesBatch;
     BABYLON._InstancesBatch = _InstancesBatch;
     var Mesh = (function (_super) {
     var Mesh = (function (_super) {
         __extends(Mesh, _super);
         __extends(Mesh, _super);
@@ -691,6 +691,9 @@ var BABYLON;
                 this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
                 this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
             }
             }
         };
         };
+        /**
+         * If the mesh geometry is shared among several other meshes, this function creates a dedicated geometry instance by copying it from the shared one.
+         */
         Mesh.prototype.makeGeometryUnique = function () {
         Mesh.prototype.makeGeometryUnique = function () {
             if (!this._geometry) {
             if (!this._geometry) {
                 return;
                 return;
@@ -1044,7 +1047,7 @@ var BABYLON;
             }
             }
         };
         };
         /**
         /**
-         * Returns as a new array
+         * Returns as a new array populated with the mesh material and/or skeleton, if any.
          */
          */
         Mesh.prototype.getAnimatables = function () {
         Mesh.prototype.getAnimatables = function () {
             var results = [];
             var results = [];
@@ -1479,6 +1482,12 @@ var BABYLON;
             });
             });
         };
         };
         // Statics
         // Statics
+        /**
+         * Returns a new `Mesh` object what is a deep copy of the passed mesh.
+         * The parameter `parsedMesh` is the mesh to be copied.
+         * The parameter `rootUrl` is a string, it's the root URL to prefix the `delayLoadingFile` property with
+         *
+         */
         Mesh.Parse = function (parsedMesh, scene, rootUrl) {
         Mesh.Parse = function (parsedMesh, scene, rootUrl) {
             var mesh = new Mesh(parsedMesh.name, scene);
             var mesh = new Mesh(parsedMesh.name, scene);
             mesh.id = parsedMesh.id;
             mesh.id = parsedMesh.id;
@@ -2221,6 +2230,10 @@ var BABYLON;
             return this;
             return this;
         };
         };
         // Tools
         // Tools
+        /**
+         * Returns an object `{min: Vector3, max: Vector3}`
+         * This min and max `Vector3` are the minimum and maximum vectors of each mesh bounding box from the passed array, in the World system
+         */
         Mesh.MinMax = function (meshes) {
         Mesh.MinMax = function (meshes) {
             var minVector = null;
             var minVector = null;
             var maxVector = null;
             var maxVector = null;
@@ -2240,6 +2253,9 @@ var BABYLON;
                 max: maxVector
                 max: maxVector
             };
             };
         };
         };
+        /**
+         * Returns a `Vector3`, the center of the `{min: Vector3, max: Vector3}` or the center of MinMax vector3 computed from a mesh array.
+         */
         Mesh.Center = function (meshesOrMinMaxVector) {
         Mesh.Center = function (meshesOrMinMaxVector) {
             var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : Mesh.MinMax(meshesOrMinMaxVector);
             var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : Mesh.MinMax(meshesOrMinMaxVector);
             return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
             return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
@@ -2312,6 +2328,6 @@ var BABYLON;
         Mesh._CAP_END = 2;
         Mesh._CAP_END = 2;
         Mesh._CAP_ALL = 3;
         Mesh._CAP_ALL = 3;
         return Mesh;
         return Mesh;
-    })(BABYLON.AbstractMesh);
+    }(BABYLON.AbstractMesh));
     BABYLON.Mesh = Mesh;
     BABYLON.Mesh = Mesh;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

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


برخی فایل ها در این مقایسه diff نمایش داده نمی شوند زیرا تعداد فایل ها بسیار زیاد است