浏览代码

remove files as fix was not working

David Catuhe 6 年之前
父节点
当前提交
ebcacc0cae
共有 100 个文件被更改,包括 0 次插入276913 次删除
  1. 0 2
      Playground/Oimo.js
  2. 0 21
      Playground/Oimo.license
  3. 0 666
      Playground/ammo.js
  4. 0 16
      Playground/babylon.js
  5. 0 143590
      Playground/babylon.max.js
  6. 0 13687
      Playground/cannon.js
  7. 0 22
      Playground/cannon.license
  8. 0 201
      Playground/draco.license
  9. 0 30
      Playground/draco_decoder_gltf.js
  10. 二进制
      Playground/draco_decoder_gltf.wasm
  11. 0 115
      Playground/draco_wasm_wrapper_gltf.js
  12. 0 15
      Playground/earcut.license
  13. 0 1
      Playground/earcut.min.js
  14. 0 25
      Playground/gltf2Interface/package.json
  15. 0 8482
      Playground/gltf_validator.js
  16. 0 15601
      Playground/gui/babylon.gui.js
  17. 0 16
      Playground/gui/babylon.gui.min.js
  18. 0 36
      Playground/gui/package.json
  19. 0 31
      Playground/gui/readme-es6.md
  20. 0 41
      Playground/gui/readme.md
  21. 0 60
      Playground/inspector/babylon.inspector.bundle.js
  22. 0 42246
      Playground/inspector/babylon.inspector.bundle.max.js
  23. 0 43
      Playground/inspector/package.json
  24. 0 27
      Playground/inspector/readme-es6.md
  25. 0 34
      Playground/inspector/readme.md
  26. 0 3557
      Playground/loaders/babylon.glTF1FileLoader.js
  27. 0 16
      Playground/loaders/babylon.glTF1FileLoader.min.js
  28. 0 4237
      Playground/loaders/babylon.glTF2FileLoader.js
  29. 0 1
      Playground/loaders/babylon.glTF2FileLoader.min.js
  30. 0 6820
      Playground/loaders/babylon.glTFFileLoader.js
  31. 0 16
      Playground/loaders/babylon.glTFFileLoader.min.js
  32. 0 1242
      Playground/loaders/babylon.objFileLoader.js
  33. 0 1
      Playground/loaders/babylon.objFileLoader.min.js
  34. 0 420
      Playground/loaders/babylon.stlFileLoader.js
  35. 0 1
      Playground/loaders/babylon.stlFileLoader.min.js
  36. 0 8275
      Playground/loaders/babylonjs.loaders.js
  37. 0 16
      Playground/loaders/babylonjs.loaders.min.js
  38. 0 37
      Playground/loaders/package.json
  39. 0 24
      Playground/loaders/readme-es6.md
  40. 0 44
      Playground/loaders/readme.md
  41. 0 778
      Playground/materialsLibrary/babylon.cellMaterial.js
  42. 0 16
      Playground/materialsLibrary/babylon.cellMaterial.min.js
  43. 0 612
      Playground/materialsLibrary/babylon.customMaterial.js
  44. 0 16
      Playground/materialsLibrary/babylon.customMaterial.min.js
  45. 0 809
      Playground/materialsLibrary/babylon.fireMaterial.js
  46. 0 16
      Playground/materialsLibrary/babylon.fireMaterial.min.js
  47. 0 967
      Playground/materialsLibrary/babylon.furMaterial.js
  48. 0 16
      Playground/materialsLibrary/babylon.furMaterial.min.js
  49. 0 747
      Playground/materialsLibrary/babylon.gradientMaterial.js
  50. 0 16
      Playground/materialsLibrary/babylon.gradientMaterial.min.js
  51. 0 714
      Playground/materialsLibrary/babylon.gridMaterial.js
  52. 0 16
      Playground/materialsLibrary/babylon.gridMaterial.min.js
  53. 0 866
      Playground/materialsLibrary/babylon.lavaMaterial.js
  54. 0 16
      Playground/materialsLibrary/babylon.lavaMaterial.min.js
  55. 0 971
      Playground/materialsLibrary/babylon.mixMaterial.js
  56. 0 16
      Playground/materialsLibrary/babylon.mixMaterial.min.js
  57. 0 811
      Playground/materialsLibrary/babylon.normalMaterial.js
  58. 0 16
      Playground/materialsLibrary/babylon.normalMaterial.min.js
  59. 0 702
      Playground/materialsLibrary/babylon.shadowOnlyMaterial.js
  60. 0 16
      Playground/materialsLibrary/babylon.shadowOnlyMaterial.min.js
  61. 0 769
      Playground/materialsLibrary/babylon.simpleMaterial.js
  62. 0 16
      Playground/materialsLibrary/babylon.simpleMaterial.min.js
  63. 0 801
      Playground/materialsLibrary/babylon.skyMaterial.js
  64. 0 16
      Playground/materialsLibrary/babylon.skyMaterial.min.js
  65. 0 899
      Playground/materialsLibrary/babylon.terrainMaterial.js
  66. 0 16
      Playground/materialsLibrary/babylon.terrainMaterial.min.js
  67. 0 879
      Playground/materialsLibrary/babylon.triPlanarMaterial.js
  68. 0 16
      Playground/materialsLibrary/babylon.triPlanarMaterial.min.js
  69. 0 1130
      Playground/materialsLibrary/babylon.waterMaterial.js
  70. 0 16
      Playground/materialsLibrary/babylon.waterMaterial.min.js
  71. 0 7103
      Playground/materialsLibrary/babylonjs.materials.js
  72. 0 16
      Playground/materialsLibrary/babylonjs.materials.min.js
  73. 0 36
      Playground/materialsLibrary/package.json
  74. 0 30
      Playground/materialsLibrary/readme-es6.md
  75. 0 51
      Playground/materialsLibrary/readme.md
  76. 0 656
      Playground/postProcessesLibrary/babylon.asciiArtPostProcess.js
  77. 0 16
      Playground/postProcessesLibrary/babylon.asciiArtPostProcess.min.js
  78. 0 662
      Playground/postProcessesLibrary/babylon.digitalRainPostProcess.js
  79. 0 16
      Playground/postProcessesLibrary/babylon.digitalRainPostProcess.min.js
  80. 0 644
      Playground/postProcessesLibrary/babylon.oceanPostProcess.js
  81. 0 16
      Playground/postProcessesLibrary/babylon.oceanPostProcess.min.js
  82. 0 1216
      Playground/postProcessesLibrary/babylonjs.postProcess.js
  83. 0 16
      Playground/postProcessesLibrary/babylonjs.postProcess.min.js
  84. 0 36
      Playground/postProcessesLibrary/package.json
  85. 0 31
      Playground/postProcessesLibrary/readme-es6.md
  86. 0 51
      Playground/postProcessesLibrary/readme.md
  87. 0 550
      Playground/proceduralTexturesLibrary/babylon.brickProceduralTexture.js
  88. 0 16
      Playground/proceduralTexturesLibrary/babylon.brickProceduralTexture.min.js
  89. 0 518
      Playground/proceduralTexturesLibrary/babylon.cloudProceduralTexture.js
  90. 0 16
      Playground/proceduralTexturesLibrary/babylon.cloudProceduralTexture.min.js
  91. 0 639
      Playground/proceduralTexturesLibrary/babylon.fireProceduralTexture.js
  92. 0 16
      Playground/proceduralTexturesLibrary/babylon.fireProceduralTexture.min.js
  93. 0 530
      Playground/proceduralTexturesLibrary/babylon.grassProceduralTexture.js
  94. 0 16
      Playground/proceduralTexturesLibrary/babylon.grassProceduralTexture.min.js
  95. 0 550
      Playground/proceduralTexturesLibrary/babylon.marbleProceduralTexture.js
  96. 0 16
      Playground/proceduralTexturesLibrary/babylon.marbleProceduralTexture.min.js
  97. 0 509
      Playground/proceduralTexturesLibrary/babylon.normalMapProceduralTexture.js
  98. 0 16
      Playground/proceduralTexturesLibrary/babylon.normalMapProceduralTexture.min.js
  99. 0 515
      Playground/proceduralTexturesLibrary/babylon.perlinNoiseProceduralTexture.js
  100. 0 0
      Playground/proceduralTexturesLibrary/babylon.perlinNoiseProceduralTexture.min.js

文件差异内容过多而无法显示
+ 0 - 2
Playground/Oimo.js


+ 0 - 21
Playground/Oimo.license

@@ -1,21 +0,0 @@
-The MIT License
-
-Copyright © 2010-2017 three.js authors
-
-Permission is hereby granted, free of charge, to any person obtaining a copy
-of this software and associated documentation files (the "Software"), to deal
-in the Software without restriction, including without limitation the rights
-to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-copies of the Software, and to permit persons to whom the Software is
-furnished to do so, subject to the following conditions:
-
-The above copyright notice and this permission notice shall be included in
-all copies or substantial portions of the Software.
-
-THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-THE SOFTWARE.

文件差异内容过多而无法显示
+ 0 - 666
Playground/ammo.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/babylon.js


文件差异内容过多而无法显示
+ 0 - 143590
Playground/babylon.max.js


文件差异内容过多而无法显示
+ 0 - 13687
Playground/cannon.js


+ 0 - 22
Playground/cannon.license

@@ -1,22 +0,0 @@
-/*
- * Copyright (c) 2015 cannon.js Authors
- *
- * Permission is hereby granted, free of charge, to any person
- * obtaining a copy of this software and associated documentation
- * files (the "Software"), to deal in the Software without
- * restriction, including without limitation the rights to use, copy,
- * modify, merge, publish, distribute, sublicense, and/or sell copies
- * of the Software, and to permit persons to whom the Software is
- * furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be
- * included in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
- * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
- * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
- * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
- * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
- * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */

+ 0 - 201
Playground/draco.license

@@ -1,201 +0,0 @@
-                                 Apache License
-                           Version 2.0, January 2004
-                        http://www.apache.org/licenses/
-
-   TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
-
-   1. Definitions.
-
-      "License" shall mean the terms and conditions for use, reproduction,
-      and distribution as defined by Sections 1 through 9 of this document.
-
-      "Licensor" shall mean the copyright owner or entity authorized by
-      the copyright owner that is granting the License.
-
-      "Legal Entity" shall mean the union of the acting entity and all
-      other entities that control, are controlled by, or are under common
-      control with that entity. For the purposes of this definition,
-      "control" means (i) the power, direct or indirect, to cause the
-      direction or management of such entity, whether by contract or
-      otherwise, or (ii) ownership of fifty percent (50%) or more of the
-      outstanding shares, or (iii) beneficial ownership of such entity.
-
-      "You" (or "Your") shall mean an individual or Legal Entity
-      exercising permissions granted by this License.
-
-      "Source" form shall mean the preferred form for making modifications,
-      including but not limited to software source code, documentation
-      source, and configuration files.
-
-      "Object" form shall mean any form resulting from mechanical
-      transformation or translation of a Source form, including but
-      not limited to compiled object code, generated documentation,
-      and conversions to other media types.
-
-      "Work" shall mean the work of authorship, whether in Source or
-      Object form, made available under the License, as indicated by a
-      copyright notice that is included in or attached to the work
-      (an example is provided in the Appendix below).
-
-      "Derivative Works" shall mean any work, whether in Source or Object
-      form, that is based on (or derived from) the Work and for which the
-      editorial revisions, annotations, elaborations, or other modifications
-      represent, as a whole, an original work of authorship. For the purposes
-      of this License, Derivative Works shall not include works that remain
-      separable from, or merely link (or bind by name) to the interfaces of,
-      the Work and Derivative Works thereof.
-
-      "Contribution" shall mean any work of authorship, including
-      the original version of the Work and any modifications or additions
-      to that Work or Derivative Works thereof, that is intentionally
-      submitted to Licensor for inclusion in the Work by the copyright owner
-      or by an individual or Legal Entity authorized to submit on behalf of
-      the copyright owner. For the purposes of this definition, "submitted"
-      means any form of electronic, verbal, or written communication sent
-      to the Licensor or its representatives, including but not limited to
-      communication on electronic mailing lists, source code control systems,
-      and issue tracking systems that are managed by, or on behalf of, the
-      Licensor for the purpose of discussing and improving the Work, but
-      excluding communication that is conspicuously marked or otherwise
-      designated in writing by the copyright owner as "Not a Contribution."
-
-      "Contributor" shall mean Licensor and any individual or Legal Entity
-      on behalf of whom a Contribution has been received by Licensor and
-      subsequently incorporated within the Work.
-
-   2. Grant of Copyright License. Subject to the terms and conditions of
-      this License, each Contributor hereby grants to You a perpetual,
-      worldwide, non-exclusive, no-charge, royalty-free, irrevocable
-      copyright license to reproduce, prepare Derivative Works of,
-      publicly display, publicly perform, sublicense, and distribute the
-      Work and such Derivative Works in Source or Object form.
-
-   3. Grant of Patent License. Subject to the terms and conditions of
-      this License, each Contributor hereby grants to You a perpetual,
-      worldwide, non-exclusive, no-charge, royalty-free, irrevocable
-      (except as stated in this section) patent license to make, have made,
-      use, offer to sell, sell, import, and otherwise transfer the Work,
-      where such license applies only to those patent claims licensable
-      by such Contributor that are necessarily infringed by their
-      Contribution(s) alone or by combination of their Contribution(s)
-      with the Work to which such Contribution(s) was submitted. If You
-      institute patent litigation against any entity (including a
-      cross-claim or counterclaim in a lawsuit) alleging that the Work
-      or a Contribution incorporated within the Work constitutes direct
-      or contributory patent infringement, then any patent licenses
-      granted to You under this License for that Work shall terminate
-      as of the date such litigation is filed.
-
-   4. Redistribution. You may reproduce and distribute copies of the
-      Work or Derivative Works thereof in any medium, with or without
-      modifications, and in Source or Object form, provided that You
-      meet the following conditions:
-
-      (a) You must give any other recipients of the Work or
-          Derivative Works a copy of this License; and
-
-      (b) You must cause any modified files to carry prominent notices
-          stating that You changed the files; and
-
-      (c) You must retain, in the Source form of any Derivative Works
-          that You distribute, all copyright, patent, trademark, and
-          attribution notices from the Source form of the Work,
-          excluding those notices that do not pertain to any part of
-          the Derivative Works; and
-
-      (d) If the Work includes a "NOTICE" text file as part of its
-          distribution, then any Derivative Works that You distribute must
-          include a readable copy of the attribution notices contained
-          within such NOTICE file, excluding those notices that do not
-          pertain to any part of the Derivative Works, in at least one
-          of the following places: within a NOTICE text file distributed
-          as part of the Derivative Works; within the Source form or
-          documentation, if provided along with the Derivative Works; or,
-          within a display generated by the Derivative Works, if and
-          wherever such third-party notices normally appear. The contents
-          of the NOTICE file are for informational purposes only and
-          do not modify the License. You may add Your own attribution
-          notices within Derivative Works that You distribute, alongside
-          or as an addendum to the NOTICE text from the Work, provided
-          that such additional attribution notices cannot be construed
-          as modifying the License.
-
-      You may add Your own copyright statement to Your modifications and
-      may provide additional or different license terms and conditions
-      for use, reproduction, or distribution of Your modifications, or
-      for any such Derivative Works as a whole, provided Your use,
-      reproduction, and distribution of the Work otherwise complies with
-      the conditions stated in this License.
-
-   5. Submission of Contributions. Unless You explicitly state otherwise,
-      any Contribution intentionally submitted for inclusion in the Work
-      by You to the Licensor shall be under the terms and conditions of
-      this License, without any additional terms or conditions.
-      Notwithstanding the above, nothing herein shall supersede or modify
-      the terms of any separate license agreement you may have executed
-      with Licensor regarding such Contributions.
-
-   6. Trademarks. This License does not grant permission to use the trade
-      names, trademarks, service marks, or product names of the Licensor,
-      except as required for reasonable and customary use in describing the
-      origin of the Work and reproducing the content of the NOTICE file.
-
-   7. Disclaimer of Warranty. Unless required by applicable law or
-      agreed to in writing, Licensor provides the Work (and each
-      Contributor provides its Contributions) on an "AS IS" BASIS,
-      WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
-      implied, including, without limitation, any warranties or conditions
-      of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
-      PARTICULAR PURPOSE. You are solely responsible for determining the
-      appropriateness of using or redistributing the Work and assume any
-      risks associated with Your exercise of permissions under this License.
-
-   8. Limitation of Liability. In no event and under no legal theory,
-      whether in tort (including negligence), contract, or otherwise,
-      unless required by applicable law (such as deliberate and grossly
-      negligent acts) or agreed to in writing, shall any Contributor be
-      liable to You for damages, including any direct, indirect, special,
-      incidental, or consequential damages of any character arising as a
-      result of this License or out of the use or inability to use the
-      Work (including but not limited to damages for loss of goodwill,
-      work stoppage, computer failure or malfunction, or any and all
-      other commercial damages or losses), even if such Contributor
-      has been advised of the possibility of such damages.
-
-   9. Accepting Warranty or Additional Liability. While redistributing
-      the Work or Derivative Works thereof, You may choose to offer,
-      and charge a fee for, acceptance of support, warranty, indemnity,
-      or other liability obligations and/or rights consistent with this
-      License. However, in accepting such obligations, You may act only
-      on Your own behalf and on Your sole responsibility, not on behalf
-      of any other Contributor, and only if You agree to indemnify,
-      defend, and hold each Contributor harmless for any liability
-      incurred by, or claims asserted against, such Contributor by reason
-      of your accepting any such warranty or additional liability.
-
-   END OF TERMS AND CONDITIONS
-
-   APPENDIX: How to apply the Apache License to your work.
-
-      To apply the Apache License to your work, attach the following
-      boilerplate notice, with the fields enclosed by brackets "[]"
-      replaced with your own identifying information. (Don't include
-      the brackets!)  The text should be enclosed in the appropriate
-      comment syntax for the file format. We also recommend that a
-      file or class name and description of purpose be included on the
-      same "printed page" as the copyright notice for easier
-      identification within third-party archives.
-
-   Copyright [yyyy] [name of copyright owner]
-
-   Licensed under the Apache License, Version 2.0 (the "License");
-   you may not use this file except in compliance with the License.
-   You may obtain a copy of the License at
-
-       http://www.apache.org/licenses/LICENSE-2.0
-
-   Unless required by applicable law or agreed to in writing, software
-   distributed under the License is distributed on an "AS IS" BASIS,
-   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-   See the License for the specific language governing permissions and
-   limitations under the License.

文件差异内容过多而无法显示
+ 0 - 30
Playground/draco_decoder_gltf.js


二进制
Playground/draco_decoder_gltf.wasm


文件差异内容过多而无法显示
+ 0 - 115
Playground/draco_wasm_wrapper_gltf.js


+ 0 - 15
Playground/earcut.license

@@ -1,15 +0,0 @@
-ISC License
-
-Copyright (c) 2016, Mapbox
-
-Permission to use, copy, modify, and/or distribute this software for any purpose
-with or without fee is hereby granted, provided that the above copyright notice
-and this permission notice appear in all copies.
-
-THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
-REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
-FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
-INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
-OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
-TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
-THIS SOFTWARE.

文件差异内容过多而无法显示
+ 0 - 1
Playground/earcut.min.js


+ 0 - 25
Playground/gltf2Interface/package.json

@@ -1,25 +0,0 @@
-{
-    "name": "babylonjs-gltf2interface",
-    "description": "A typescript declaration of babylon's gltf2 inteface.",
-    "version": "4.0.0-alpha.29",
-    "repository": {
-        "type": "git",
-        "url": "https://github.com/BabylonJS/Babylon.js.git"
-    },
-    "files": [
-        "babylon.glTF2Interface.d.ts",
-        "package.json"
-    ],
-    "typings": "babylon.glTF2Interface.d.ts",
-    "keywords": [
-        "3D",
-        "javascript",
-        "html5",
-        "webgl",
-        "gltf2"
-    ],
-    "license": "Apache-2.0",
-    "engines": {
-        "node": "*"
-    }
-}

文件差异内容过多而无法显示
+ 0 - 8482
Playground/gltf_validator.js


文件差异内容过多而无法显示
+ 0 - 15601
Playground/gui/babylon.gui.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/gui/babylon.gui.min.js


+ 0 - 36
Playground/gui/package.json

@@ -1,36 +0,0 @@
-{
-    "author": {
-        "name": "David CATUHE"
-    },
-    "name": "babylonjs-gui",
-    "description": "The Babylon.js GUI library is an extension you can use to generate interactive user interface. It is build on top of the DynamicTexture.",
-    "version": "4.0.0-alpha.29",
-    "repository": {
-        "type": "git",
-        "url": "https://github.com/BabylonJS/Babylon.js.git"
-    },
-    "main": "babylon.gui.min.js",
-    "files": [
-        "babylon.gui.js",
-        "babylon.gui.js.map",
-        "babylon.gui.min.js",
-        "babylon.gui.module.d.ts",
-        "readme.md",
-        "package.json"
-    ],
-    "typings": "babylon.gui.module.d.ts",
-    "keywords": [
-        "3D",
-        "javascript",
-        "html5",
-        "webgl",
-        "gui"
-    ],
-    "license": "Apache-2.0",
-    "dependencies": {
-        "babylonjs": "4.0.0-alpha.29"
-    },
-    "engines": {
-        "node": "*"
-    }
-}

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

@@ -1,31 +0,0 @@
-Babylon.js GUI module
-=====================
-
-For usage documentation please visit http://doc.babylonjs.com/overviews/gui
-
-# Installation instructions
-
-To install using npm :
-
-```
-npm install --save @babylonjs/core @babylonjs/gui
-```
-
-# How to use
-
-Afterwards it can be imported to the your project using:
-
-```
-import { AdvancedDynamicTexture } from '@babylonjs/gui/2D';
-```
-
-And used as usual:
-
-```
-// Some awesome code
-// Creates the post process
-let postProcess = new AdvancedDynamicTexture("adt", 128, 128, scene);
-// Some more awesome code
-```
-
-For more information you can have a look at our [our ES6 dedicated documentation](https://doc.babylonjs.com/features/es6_support).

+ 0 - 41
Playground/gui/readme.md

@@ -1,41 +0,0 @@
-Babylon.js GUI module
-=====================
-
-For usage documentation please visit http://doc.babylonjs.com/overviews/gui
-
-# Installation instructions
-
-## CDN
-
-Compiled js files (minified and source) are offered on our public CDN here:
-
-* https://preview.babylonjs.com/gui/babylon.gui.js
-* https://preview.babylonjs.com/gui/babylon.gui.min.js
-
-## NPM
-
-To install using npm :
-
-```
-npm install --save babylonjs babylonjs-gui
-```
-
-If using TypeScript, the typing needs to be added to tsconfig.json:
-
-```
-    ....
-    "types": [
-        "babylonjs",
-        "babylonjs-gui",
-        "angularFTW"
-    ],
-    ....
-```
-
-Afterwards it can be imported to the project using:
-
-```
-import * as GUI from 'babylonjs-gui';
-```
-
-Using webpack to package your project will use the minified js file.

文件差异内容过多而无法显示
+ 0 - 60
Playground/inspector/babylon.inspector.bundle.js


文件差异内容过多而无法显示
+ 0 - 42246
Playground/inspector/babylon.inspector.bundle.max.js


+ 0 - 43
Playground/inspector/package.json

@@ -1,43 +0,0 @@
-{
-    "author": {
-        "name": "David CATUHE"
-    },
-    "name": "babylonjs-inspector",
-    "description": "The Babylon.js inspector.",
-    "version": "4.0.0-alpha.29",
-    "repository": {
-        "type": "git",
-        "url": "https://github.com/BabylonJS/Babylon.js.git"
-    },
-    "main": "babylon.inspector.bundle.js",
-    "files": [
-        "babylon.inspector.bundle.max.js",
-        "babylon.inspector.bundle.max.js.map",
-        "babylon.inspector.bundle.js",
-        "babylon.inspector.module.d.ts",
-        "readme.md",
-        "package.json"
-    ],
-    "typings": "babylon.inspector.module.d.ts",
-    "keywords": [
-        "3D",
-        "javascript",
-        "html5",
-        "webgl",
-        "babylonjs",
-        "inspector"
-    ],
-    "license": "Apache-2.0",
-    "dependencies": {
-        "@types/react": "~16.7.3",
-        "@types/react-dom": "~16.0.9",
-        "babylonjs": "4.0.0-alpha.29",
-        "babylonjs-gui": "4.0.0-alpha.29",
-        "babylonjs-loaders": "4.0.0-alpha.29",
-        "babylonjs-serializers": "4.0.0-alpha.29",
-        "babylonjs-gltf2interface": "4.0.0-alpha.29"
-    },
-    "engines": {
-        "node": "*"
-    }
-}

+ 0 - 27
Playground/inspector/readme-es6.md

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

+ 0 - 34
Playground/inspector/readme.md

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

文件差异内容过多而无法显示
+ 0 - 3557
Playground/loaders/babylon.glTF1FileLoader.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/loaders/babylon.glTF1FileLoader.min.js


文件差异内容过多而无法显示
+ 0 - 4237
Playground/loaders/babylon.glTF2FileLoader.js


文件差异内容过多而无法显示
+ 0 - 1
Playground/loaders/babylon.glTF2FileLoader.min.js


文件差异内容过多而无法显示
+ 0 - 6820
Playground/loaders/babylon.glTFFileLoader.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/loaders/babylon.glTFFileLoader.min.js


文件差异内容过多而无法显示
+ 0 - 1242
Playground/loaders/babylon.objFileLoader.js


文件差异内容过多而无法显示
+ 0 - 1
Playground/loaders/babylon.objFileLoader.min.js


+ 0 - 420
Playground/loaders/babylon.stlFileLoader.js

@@ -1,420 +0,0 @@
-(function webpackUniversalModuleDefinition(root, factory) {
-	if(typeof exports === 'object' && typeof module === 'object')
-		module.exports = factory(require("babylonjs"));
-	else if(typeof define === 'function' && define.amd)
-		define("babylonjs-loaders", ["babylonjs"], factory);
-	else if(typeof exports === 'object')
-		exports["babylonjs-loaders"] = factory(require("babylonjs"));
-	else
-		root["LOADERS"] = factory(root["BABYLON"]);
-})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_observable__) {
-return /******/ (function(modules) { // webpackBootstrap
-/******/ 	// The module cache
-/******/ 	var installedModules = {};
-/******/
-/******/ 	// The require function
-/******/ 	function __webpack_require__(moduleId) {
-/******/
-/******/ 		// Check if module is in cache
-/******/ 		if(installedModules[moduleId]) {
-/******/ 			return installedModules[moduleId].exports;
-/******/ 		}
-/******/ 		// Create a new module (and put it into the cache)
-/******/ 		var module = installedModules[moduleId] = {
-/******/ 			i: moduleId,
-/******/ 			l: false,
-/******/ 			exports: {}
-/******/ 		};
-/******/
-/******/ 		// Execute the module function
-/******/ 		modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
-/******/
-/******/ 		// Flag the module as loaded
-/******/ 		module.l = true;
-/******/
-/******/ 		// Return the exports of the module
-/******/ 		return module.exports;
-/******/ 	}
-/******/
-/******/
-/******/ 	// expose the modules object (__webpack_modules__)
-/******/ 	__webpack_require__.m = modules;
-/******/
-/******/ 	// expose the module cache
-/******/ 	__webpack_require__.c = installedModules;
-/******/
-/******/ 	// define getter function for harmony exports
-/******/ 	__webpack_require__.d = function(exports, name, getter) {
-/******/ 		if(!__webpack_require__.o(exports, name)) {
-/******/ 			Object.defineProperty(exports, name, { enumerable: true, get: getter });
-/******/ 		}
-/******/ 	};
-/******/
-/******/ 	// define __esModule on exports
-/******/ 	__webpack_require__.r = function(exports) {
-/******/ 		if(typeof Symbol !== 'undefined' && Symbol.toStringTag) {
-/******/ 			Object.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });
-/******/ 		}
-/******/ 		Object.defineProperty(exports, '__esModule', { value: true });
-/******/ 	};
-/******/
-/******/ 	// create a fake namespace object
-/******/ 	// mode & 1: value is a module id, require it
-/******/ 	// mode & 2: merge all properties of value into the ns
-/******/ 	// mode & 4: return value when already ns object
-/******/ 	// mode & 8|1: behave like require
-/******/ 	__webpack_require__.t = function(value, mode) {
-/******/ 		if(mode & 1) value = __webpack_require__(value);
-/******/ 		if(mode & 8) return value;
-/******/ 		if((mode & 4) && typeof value === 'object' && value && value.__esModule) return value;
-/******/ 		var ns = Object.create(null);
-/******/ 		__webpack_require__.r(ns);
-/******/ 		Object.defineProperty(ns, 'default', { enumerable: true, value: value });
-/******/ 		if(mode & 2 && typeof value != 'string') for(var key in value) __webpack_require__.d(ns, key, function(key) { return value[key]; }.bind(null, key));
-/******/ 		return ns;
-/******/ 	};
-/******/
-/******/ 	// getDefaultExport function for compatibility with non-harmony modules
-/******/ 	__webpack_require__.n = function(module) {
-/******/ 		var getter = module && module.__esModule ?
-/******/ 			function getDefault() { return module['default']; } :
-/******/ 			function getModuleExports() { return module; };
-/******/ 		__webpack_require__.d(getter, 'a', getter);
-/******/ 		return getter;
-/******/ 	};
-/******/
-/******/ 	// Object.prototype.hasOwnProperty.call
-/******/ 	__webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };
-/******/
-/******/ 	// __webpack_public_path__
-/******/ 	__webpack_require__.p = "";
-/******/
-/******/
-/******/ 	// Load entry module and return exports
-/******/ 	return __webpack_require__(__webpack_require__.s = "./legacy/legacy-stlFileLoader.ts");
-/******/ })
-/************************************************************************/
-/******/ ({
-
-/***/ "../../node_modules/webpack/buildin/global.js":
-/*!***********************************!*\
-  !*** (webpack)/buildin/global.js ***!
-  \***********************************/
-/*! no static exports found */
-/***/ (function(module, exports) {
-
-var g;
-
-// This works in non-strict mode
-g = (function() {
-	return this;
-})();
-
-try {
-	// This works if eval is allowed (see CSP)
-	g = g || new Function("return this")();
-} catch (e) {
-	// This works if the window reference is available
-	if (typeof window === "object") g = window;
-}
-
-// g can still be undefined, but nothing to do about it...
-// We return undefined, instead of nothing here, so it's
-// easier to handle this case. if(!global) { ...}
-
-module.exports = g;
-
-
-/***/ }),
-
-/***/ "./STL/index.ts":
-/*!**********************!*\
-  !*** ./STL/index.ts ***!
-  \**********************/
-/*! exports provided: STLFileLoader */
-/***/ (function(module, __webpack_exports__, __webpack_require__) {
-
-"use strict";
-__webpack_require__.r(__webpack_exports__);
-/* harmony import */ var _stlFileLoader__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./stlFileLoader */ "./STL/stlFileLoader.ts");
-/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "STLFileLoader", function() { return _stlFileLoader__WEBPACK_IMPORTED_MODULE_0__["STLFileLoader"]; });
-
-
-
-
-/***/ }),
-
-/***/ "./STL/stlFileLoader.ts":
-/*!******************************!*\
-  !*** ./STL/stlFileLoader.ts ***!
-  \******************************/
-/*! exports provided: STLFileLoader */
-/***/ (function(module, __webpack_exports__, __webpack_require__) {
-
-"use strict";
-__webpack_require__.r(__webpack_exports__);
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "STLFileLoader", function() { return STLFileLoader; });
-/* harmony import */ var babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Misc/tools */ "babylonjs/Misc/observable");
-/* harmony import */ var babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__);
-
-
-
-
-
-/**
- * STL file type loader.
- * This is a babylon scene loader plugin.
- */
-var STLFileLoader = /** @class */ (function () {
-    function STLFileLoader() {
-        /** @hidden */
-        this.solidPattern = /solid (\S*)([\S\s]*)endsolid[ ]*(\S*)/g;
-        /** @hidden */
-        this.facetsPattern = /facet([\s\S]*?)endfacet/g;
-        /** @hidden */
-        this.normalPattern = /normal[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g;
-        /** @hidden */
-        this.vertexPattern = /vertex[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g;
-        /**
-         * Defines the name of the plugin.
-         */
-        this.name = "stl";
-        /**
-         * Defines the extensions the stl loader is able to load.
-         * force data to come in as an ArrayBuffer
-         * we'll convert to string if it looks like it's an ASCII .stl
-         */
-        this.extensions = {
-            ".stl": { isBinary: true },
-        };
-    }
-    /**
-     * Import meshes into a scene.
-     * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
-     * @param scene The scene to import into
-     * @param data The data to import
-     * @param rootUrl The root url for scene and resources
-     * @param meshes The meshes array to import into
-     * @param particleSystems The particle systems array to import into
-     * @param skeletons The skeletons array to import into
-     * @param onError The callback when import fails
-     * @returns True if successful or false otherwise
-     */
-    STLFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
-        var matches;
-        if (typeof data !== "string") {
-            if (this._isBinary(data)) {
-                // binary .stl
-                var babylonMesh = new babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["Mesh"]("stlmesh", scene);
-                this._parseBinary(babylonMesh, data);
-                if (meshes) {
-                    meshes.push(babylonMesh);
-                }
-                return true;
-            }
-            // ASCII .stl
-            // convert to string
-            var array_buffer = new Uint8Array(data);
-            var str = '';
-            for (var i = 0; i < data.byteLength; i++) {
-                str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian
-            }
-            data = str;
-        }
-        //if arrived here, data is a string, containing the STLA data.
-        while (matches = this.solidPattern.exec(data)) {
-            var meshName = matches[1];
-            var meshNameFromEnd = matches[3];
-            if (meshName != meshNameFromEnd) {
-                babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["Tools"].Error("Error in STL, solid name != endsolid name");
-                return false;
-            }
-            // check meshesNames
-            if (meshesNames && meshName) {
-                if (meshesNames instanceof Array) {
-                    if (!meshesNames.indexOf(meshName)) {
-                        continue;
-                    }
-                }
-                else {
-                    if (meshName !== meshesNames) {
-                        continue;
-                    }
-                }
-            }
-            // stl mesh name can be empty as well
-            meshName = meshName || "stlmesh";
-            var babylonMesh = new babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["Mesh"](meshName, scene);
-            this._parseASCII(babylonMesh, matches[2]);
-            if (meshes) {
-                meshes.push(babylonMesh);
-            }
-        }
-        return true;
-    };
-    /**
-     * Load into a scene.
-     * @param scene The scene to load into
-     * @param data The data to import
-     * @param rootUrl The root url for scene and resources
-     * @param onError The callback when import fails
-     * @returns true if successful or false otherwise
-     */
-    STLFileLoader.prototype.load = function (scene, data, rootUrl) {
-        var result = this.importMesh(null, scene, data, rootUrl, null, null, null);
-        if (result) {
-            scene.createDefaultLight();
-            scene.createDefaultCameraOrLight();
-        }
-        return result;
-    };
-    /**
-     * Load into an asset container.
-     * @param scene The scene to load into
-     * @param data The data to import
-     * @param rootUrl The root url for scene and resources
-     * @param onError The callback when import fails
-     * @returns The loaded asset container
-     */
-    STLFileLoader.prototype.loadAssetContainer = function (scene, data, rootUrl, onError) {
-        var container = new babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["AssetContainer"](scene);
-        this.importMesh(null, scene, data, rootUrl, container.meshes, null, null);
-        container.removeAllFromScene();
-        return container;
-    };
-    STLFileLoader.prototype._isBinary = function (data) {
-        // check if file size is correct for binary stl
-        var faceSize, nFaces, reader;
-        reader = new DataView(data);
-        faceSize = (32 / 8 * 3) + ((32 / 8 * 3) * 3) + (16 / 8);
-        nFaces = reader.getUint32(80, true);
-        if (80 + (32 / 8) + (nFaces * faceSize) === reader.byteLength) {
-            return true;
-        }
-        // check characters higher than ASCII to confirm binary
-        var fileLength = reader.byteLength;
-        for (var index = 0; index < fileLength; index++) {
-            if (reader.getUint8(index) > 127) {
-                return true;
-            }
-        }
-        return false;
-    };
-    STLFileLoader.prototype._parseBinary = function (mesh, data) {
-        var reader = new DataView(data);
-        var faces = reader.getUint32(80, true);
-        var dataOffset = 84;
-        var faceLength = 12 * 4 + 2;
-        var offset = 0;
-        var positions = new Float32Array(faces * 3 * 3);
-        var normals = new Float32Array(faces * 3 * 3);
-        var indices = new Uint32Array(faces * 3);
-        var indicesCount = 0;
-        for (var face = 0; face < faces; face++) {
-            var start = dataOffset + face * faceLength;
-            var normalX = reader.getFloat32(start, true);
-            var normalY = reader.getFloat32(start + 4, true);
-            var normalZ = reader.getFloat32(start + 8, true);
-            for (var i = 1; i <= 3; i++) {
-                var vertexstart = start + i * 12;
-                // ordering is intentional to match ascii import
-                positions[offset] = reader.getFloat32(vertexstart, true);
-                positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);
-                positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);
-                normals[offset] = normalX;
-                normals[offset + 2] = normalY;
-                normals[offset + 1] = normalZ;
-                offset += 3;
-            }
-            indices[indicesCount] = indicesCount++;
-            indices[indicesCount] = indicesCount++;
-            indices[indicesCount] = indicesCount++;
-        }
-        mesh.setVerticesData(babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["VertexBuffer"].PositionKind, positions);
-        mesh.setVerticesData(babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["VertexBuffer"].NormalKind, normals);
-        mesh.setIndices(indices);
-        mesh.computeWorldMatrix(true);
-    };
-    STLFileLoader.prototype._parseASCII = function (mesh, solidData) {
-        var positions = [];
-        var normals = [];
-        var indices = [];
-        var indicesCount = 0;
-        //load facets, ignoring loop as the standard doesn't define it can contain more than vertices
-        var matches;
-        while (matches = this.facetsPattern.exec(solidData)) {
-            var facet = matches[1];
-            //one normal per face
-            var normalMatches = this.normalPattern.exec(facet);
-            this.normalPattern.lastIndex = 0;
-            if (!normalMatches) {
-                continue;
-            }
-            var normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];
-            var vertexMatch;
-            while (vertexMatch = this.vertexPattern.exec(facet)) {
-                positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));
-                normals.push(normal[0], normal[1], normal[2]);
-            }
-            indices.push(indicesCount++, indicesCount++, indicesCount++);
-            this.vertexPattern.lastIndex = 0;
-        }
-        this.facetsPattern.lastIndex = 0;
-        mesh.setVerticesData(babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["VertexBuffer"].PositionKind, positions);
-        mesh.setVerticesData(babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["VertexBuffer"].NormalKind, normals);
-        mesh.setIndices(indices);
-        mesh.computeWorldMatrix(true);
-    };
-    return STLFileLoader;
-}());
-
-if (babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["SceneLoader"]) {
-    babylonjs_Misc_tools__WEBPACK_IMPORTED_MODULE_0__["SceneLoader"].RegisterPlugin(new STLFileLoader());
-}
-
-
-/***/ }),
-
-/***/ "./legacy/legacy-stlFileLoader.ts":
-/*!****************************************!*\
-  !*** ./legacy/legacy-stlFileLoader.ts ***!
-  \****************************************/
-/*! exports provided: STLFileLoader */
-/***/ (function(module, __webpack_exports__, __webpack_require__) {
-
-"use strict";
-__webpack_require__.r(__webpack_exports__);
-/* WEBPACK VAR INJECTION */(function(global) {/* harmony import */ var _STL__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../STL */ "./STL/index.ts");
-/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "STLFileLoader", function() { return _STL__WEBPACK_IMPORTED_MODULE_0__["STLFileLoader"]; });
-
-
-/**
- * This is the entry point for the UMD module.
- * The entry point for a future ESM package should be index.ts
- */
-var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);
-if (typeof globalObject !== "undefined") {
-    for (var key in _STL__WEBPACK_IMPORTED_MODULE_0__) {
-        globalObject.BABYLON[key] = _STL__WEBPACK_IMPORTED_MODULE_0__[key];
-    }
-}
-
-
-/* WEBPACK VAR INJECTION */}.call(this, __webpack_require__(/*! ./../../../node_modules/webpack/buildin/global.js */ "../../node_modules/webpack/buildin/global.js")))
-
-/***/ }),
-
-/***/ "babylonjs/Misc/observable":
-/*!****************************************************************************************************!*\
-  !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
-  \****************************************************************************************************/
-/*! no static exports found */
-/***/ (function(module, exports) {
-
-module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_observable__;
-
-/***/ })
-
-/******/ });
-});
-//# sourceMappingURL=babylon.stlFileLoader.js.map

文件差异内容过多而无法显示
+ 0 - 1
Playground/loaders/babylon.stlFileLoader.min.js


文件差异内容过多而无法显示
+ 0 - 8275
Playground/loaders/babylonjs.loaders.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/loaders/babylonjs.loaders.min.js


+ 0 - 37
Playground/loaders/package.json

@@ -1,37 +0,0 @@
-{
-    "author": {
-        "name": "David CATUHE"
-    },
-    "name": "babylonjs-loaders",
-    "description": "The Babylon.js file loaders library is an extension you can use to load different 3D file types into a Babylon scene.",
-    "version": "4.0.0-alpha.29",
-    "repository": {
-        "type": "git",
-        "url": "https://github.com/BabylonJS/Babylon.js.git"
-    },
-    "main": "babylonjs.loaders.min.js",
-    "files": [
-        "babylonjs.loaders.js.map",
-        "babylonjs.loaders.js",
-        "babylonjs.loaders.min.js",
-        "babylonjs.loaders.module.d.ts",
-        "readme.md",
-        "package.json"
-    ],
-    "typings": "babylonjs.loaders.module.d.ts",
-    "keywords": [
-        "3D",
-        "javascript",
-        "html5",
-        "webgl",
-        "loaders"
-    ],
-    "license": "Apache-2.0",
-    "dependencies": {
-        "babylonjs-gltf2interface": "4.0.0-alpha.29",
-        "babylonjs": "4.0.0-alpha.29"
-    },
-    "engines": {
-        "node": "*"
-    }
-}

+ 0 - 24
Playground/loaders/readme-es6.md

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

+ 0 - 44
Playground/loaders/readme.md

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

文件差异内容过多而无法显示
+ 0 - 778
Playground/materialsLibrary/babylon.cellMaterial.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/materialsLibrary/babylon.cellMaterial.min.js


+ 0 - 612
Playground/materialsLibrary/babylon.customMaterial.js

@@ -1,612 +0,0 @@
-(function webpackUniversalModuleDefinition(root, factory) {
-	if(typeof exports === 'object' && typeof module === 'object')
-		module.exports = factory(require("babylonjs"));
-	else if(typeof define === 'function' && define.amd)
-		define("babylonjs-materials", ["babylonjs"], factory);
-	else if(typeof exports === 'object')
-		exports["babylonjs-materials"] = factory(require("babylonjs"));
-	else
-		root["MATERIALS"] = factory(root["BABYLON"]);
-})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__) {
-return /******/ (function(modules) { // webpackBootstrap
-/******/ 	// The module cache
-/******/ 	var installedModules = {};
-/******/
-/******/ 	// The require function
-/******/ 	function __webpack_require__(moduleId) {
-/******/
-/******/ 		// Check if module is in cache
-/******/ 		if(installedModules[moduleId]) {
-/******/ 			return installedModules[moduleId].exports;
-/******/ 		}
-/******/ 		// Create a new module (and put it into the cache)
-/******/ 		var module = installedModules[moduleId] = {
-/******/ 			i: moduleId,
-/******/ 			l: false,
-/******/ 			exports: {}
-/******/ 		};
-/******/
-/******/ 		// Execute the module function
-/******/ 		modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
-/******/
-/******/ 		// Flag the module as loaded
-/******/ 		module.l = true;
-/******/
-/******/ 		// Return the exports of the module
-/******/ 		return module.exports;
-/******/ 	}
-/******/
-/******/
-/******/ 	// expose the modules object (__webpack_modules__)
-/******/ 	__webpack_require__.m = modules;
-/******/
-/******/ 	// expose the module cache
-/******/ 	__webpack_require__.c = installedModules;
-/******/
-/******/ 	// define getter function for harmony exports
-/******/ 	__webpack_require__.d = function(exports, name, getter) {
-/******/ 		if(!__webpack_require__.o(exports, name)) {
-/******/ 			Object.defineProperty(exports, name, { enumerable: true, get: getter });
-/******/ 		}
-/******/ 	};
-/******/
-/******/ 	// define __esModule on exports
-/******/ 	__webpack_require__.r = function(exports) {
-/******/ 		if(typeof Symbol !== 'undefined' && Symbol.toStringTag) {
-/******/ 			Object.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });
-/******/ 		}
-/******/ 		Object.defineProperty(exports, '__esModule', { value: true });
-/******/ 	};
-/******/
-/******/ 	// create a fake namespace object
-/******/ 	// mode & 1: value is a module id, require it
-/******/ 	// mode & 2: merge all properties of value into the ns
-/******/ 	// mode & 4: return value when already ns object
-/******/ 	// mode & 8|1: behave like require
-/******/ 	__webpack_require__.t = function(value, mode) {
-/******/ 		if(mode & 1) value = __webpack_require__(value);
-/******/ 		if(mode & 8) return value;
-/******/ 		if((mode & 4) && typeof value === 'object' && value && value.__esModule) return value;
-/******/ 		var ns = Object.create(null);
-/******/ 		__webpack_require__.r(ns);
-/******/ 		Object.defineProperty(ns, 'default', { enumerable: true, value: value });
-/******/ 		if(mode & 2 && typeof value != 'string') for(var key in value) __webpack_require__.d(ns, key, function(key) { return value[key]; }.bind(null, key));
-/******/ 		return ns;
-/******/ 	};
-/******/
-/******/ 	// getDefaultExport function for compatibility with non-harmony modules
-/******/ 	__webpack_require__.n = function(module) {
-/******/ 		var getter = module && module.__esModule ?
-/******/ 			function getDefault() { return module['default']; } :
-/******/ 			function getModuleExports() { return module; };
-/******/ 		__webpack_require__.d(getter, 'a', getter);
-/******/ 		return getter;
-/******/ 	};
-/******/
-/******/ 	// Object.prototype.hasOwnProperty.call
-/******/ 	__webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };
-/******/
-/******/ 	// __webpack_public_path__
-/******/ 	__webpack_require__.p = "";
-/******/
-/******/
-/******/ 	// Load entry module and return exports
-/******/ 	return __webpack_require__(__webpack_require__.s = "./legacy/legacy-custom.ts");
-/******/ })
-/************************************************************************/
-/******/ ({
-
-/***/ "../../node_modules/tslib/tslib.es6.js":
-/*!***********************************************************!*\
-  !*** D:/Repos/Babylon.js/node_modules/tslib/tslib.es6.js ***!
-  \***********************************************************/
-/*! exports provided: __extends, __assign, __rest, __decorate, __param, __metadata, __awaiter, __generator, __exportStar, __values, __read, __spread, __await, __asyncGenerator, __asyncDelegator, __asyncValues, __makeTemplateObject, __importStar, __importDefault */
-/***/ (function(module, __webpack_exports__, __webpack_require__) {
-
-"use strict";
-__webpack_require__.r(__webpack_exports__);
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__extends", function() { return __extends; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__assign", function() { return __assign; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__rest", function() { return __rest; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__decorate", function() { return __decorate; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__param", function() { return __param; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__metadata", function() { return __metadata; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__awaiter", function() { return __awaiter; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__generator", function() { return __generator; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__exportStar", function() { return __exportStar; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__values", function() { return __values; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__read", function() { return __read; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__spread", function() { return __spread; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__await", function() { return __await; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__asyncGenerator", function() { return __asyncGenerator; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__asyncDelegator", function() { return __asyncDelegator; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__asyncValues", function() { return __asyncValues; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__makeTemplateObject", function() { return __makeTemplateObject; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__importStar", function() { return __importStar; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__importDefault", function() { return __importDefault; });
-/*! *****************************************************************************
-Copyright (c) Microsoft Corporation. All rights reserved.
-Licensed under the Apache License, Version 2.0 (the "License"); you may not use
-this file except in compliance with the License. You may obtain a copy of the
-License at http://www.apache.org/licenses/LICENSE-2.0
-
-THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
-KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED
-WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,
-MERCHANTABLITY OR NON-INFRINGEMENT.
-
-See the Apache Version 2.0 License for specific language governing permissions
-and limitations under the License.
-***************************************************************************** */
-/* global Reflect, Promise */
-
-var extendStatics = function(d, b) {
-    extendStatics = Object.setPrototypeOf ||
-        ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
-        function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
-    return extendStatics(d, b);
-};
-
-function __extends(d, b) {
-    extendStatics(d, b);
-    function __() { this.constructor = d; }
-    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
-}
-
-var __assign = function() {
-    __assign = Object.assign || function __assign(t) {
-        for (var s, i = 1, n = arguments.length; i < n; i++) {
-            s = arguments[i];
-            for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];
-        }
-        return t;
-    }
-    return __assign.apply(this, arguments);
-}
-
-function __rest(s, e) {
-    var t = {};
-    for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)
-        t[p] = s[p];
-    if (s != null && typeof Object.getOwnPropertySymbols === "function")
-        for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) if (e.indexOf(p[i]) < 0)
-            t[p[i]] = s[p[i]];
-    return t;
-}
-
-function __decorate(decorators, target, key, desc) {
-    var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
-    if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
-    else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
-    return c > 3 && r && Object.defineProperty(target, key, r), r;
-}
-
-function __param(paramIndex, decorator) {
-    return function (target, key) { decorator(target, key, paramIndex); }
-}
-
-function __metadata(metadataKey, metadataValue) {
-    if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(metadataKey, metadataValue);
-}
-
-function __awaiter(thisArg, _arguments, P, generator) {
-    return new (P || (P = Promise))(function (resolve, reject) {
-        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
-        function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
-        function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
-        step((generator = generator.apply(thisArg, _arguments || [])).next());
-    });
-}
-
-function __generator(thisArg, body) {
-    var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
-    return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
-    function verb(n) { return function (v) { return step([n, v]); }; }
-    function step(op) {
-        if (f) throw new TypeError("Generator is already executing.");
-        while (_) try {
-            if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
-            if (y = 0, t) op = [op[0] & 2, t.value];
-            switch (op[0]) {
-                case 0: case 1: t = op; break;
-                case 4: _.label++; return { value: op[1], done: false };
-                case 5: _.label++; y = op[1]; op = [0]; continue;
-                case 7: op = _.ops.pop(); _.trys.pop(); continue;
-                default:
-                    if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
-                    if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
-                    if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
-                    if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
-                    if (t[2]) _.ops.pop();
-                    _.trys.pop(); continue;
-            }
-            op = body.call(thisArg, _);
-        } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
-        if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
-    }
-}
-
-function __exportStar(m, exports) {
-    for (var p in m) if (!exports.hasOwnProperty(p)) exports[p] = m[p];
-}
-
-function __values(o) {
-    var m = typeof Symbol === "function" && o[Symbol.iterator], i = 0;
-    if (m) return m.call(o);
-    return {
-        next: function () {
-            if (o && i >= o.length) o = void 0;
-            return { value: o && o[i++], done: !o };
-        }
-    };
-}
-
-function __read(o, n) {
-    var m = typeof Symbol === "function" && o[Symbol.iterator];
-    if (!m) return o;
-    var i = m.call(o), r, ar = [], e;
-    try {
-        while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);
-    }
-    catch (error) { e = { error: error }; }
-    finally {
-        try {
-            if (r && !r.done && (m = i["return"])) m.call(i);
-        }
-        finally { if (e) throw e.error; }
-    }
-    return ar;
-}
-
-function __spread() {
-    for (var ar = [], i = 0; i < arguments.length; i++)
-        ar = ar.concat(__read(arguments[i]));
-    return ar;
-}
-
-function __await(v) {
-    return this instanceof __await ? (this.v = v, this) : new __await(v);
-}
-
-function __asyncGenerator(thisArg, _arguments, generator) {
-    if (!Symbol.asyncIterator) throw new TypeError("Symbol.asyncIterator is not defined.");
-    var g = generator.apply(thisArg, _arguments || []), i, q = [];
-    return i = {}, verb("next"), verb("throw"), verb("return"), i[Symbol.asyncIterator] = function () { return this; }, i;
-    function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }
-    function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }
-    function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }
-    function fulfill(value) { resume("next", value); }
-    function reject(value) { resume("throw", value); }
-    function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }
-}
-
-function __asyncDelegator(o) {
-    var i, p;
-    return i = {}, verb("next"), verb("throw", function (e) { throw e; }), verb("return"), i[Symbol.iterator] = function () { return this; }, i;
-    function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: n === "return" } : f ? f(v) : v; } : f; }
-}
-
-function __asyncValues(o) {
-    if (!Symbol.asyncIterator) throw new TypeError("Symbol.asyncIterator is not defined.");
-    var m = o[Symbol.asyncIterator], i;
-    return m ? m.call(o) : (o = typeof __values === "function" ? __values(o) : o[Symbol.iterator](), i = {}, verb("next"), verb("throw"), verb("return"), i[Symbol.asyncIterator] = function () { return this; }, i);
-    function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }
-    function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }
-}
-
-function __makeTemplateObject(cooked, raw) {
-    if (Object.defineProperty) { Object.defineProperty(cooked, "raw", { value: raw }); } else { cooked.raw = raw; }
-    return cooked;
-};
-
-function __importStar(mod) {
-    if (mod && mod.__esModule) return mod;
-    var result = {};
-    if (mod != null) for (var k in mod) if (Object.hasOwnProperty.call(mod, k)) result[k] = mod[k];
-    result.default = mod;
-    return result;
-}
-
-function __importDefault(mod) {
-    return (mod && mod.__esModule) ? mod : { default: mod };
-}
-
-
-/***/ }),
-
-/***/ "../../node_modules/webpack/buildin/global.js":
-/*!***********************************!*\
-  !*** (webpack)/buildin/global.js ***!
-  \***********************************/
-/*! no static exports found */
-/***/ (function(module, exports) {
-
-var g;
-
-// This works in non-strict mode
-g = (function() {
-	return this;
-})();
-
-try {
-	// This works if eval is allowed (see CSP)
-	g = g || new Function("return this")();
-} catch (e) {
-	// This works if the window reference is available
-	if (typeof window === "object") g = window;
-}
-
-// g can still be undefined, but nothing to do about it...
-// We return undefined, instead of nothing here, so it's
-// easier to handle this case. if(!global) { ...}
-
-module.exports = g;
-
-
-/***/ }),
-
-/***/ "./custom/customMaterial.ts":
-/*!**********************************!*\
-  !*** ./custom/customMaterial.ts ***!
-  \**********************************/
-/*! exports provided: CustomShaderStructure, ShaderSpecialParts, CustomMaterial */
-/***/ (function(module, __webpack_exports__, __webpack_require__) {
-
-"use strict";
-__webpack_require__.r(__webpack_exports__);
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CustomShaderStructure", function() { return CustomShaderStructure; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShaderSpecialParts", function() { return ShaderSpecialParts; });
-/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CustomMaterial", function() { return CustomMaterial; });
-/* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__);
-
-
-
-
-var CustomShaderStructure = /** @class */ (function () {
-    function CustomShaderStructure() {
-    }
-    return CustomShaderStructure;
-}());
-
-var ShaderSpecialParts = /** @class */ (function () {
-    function ShaderSpecialParts() {
-    }
-    return ShaderSpecialParts;
-}());
-
-var CustomMaterial = /** @class */ (function (_super) {
-    tslib__WEBPACK_IMPORTED_MODULE_0__["__extends"](CustomMaterial, _super);
-    function CustomMaterial(name, scene) {
-        var _this = _super.call(this, name, scene) || this;
-        _this.CustomParts = new ShaderSpecialParts();
-        _this.customShaderNameResolve = _this.Builder;
-        _this.FragmentShader = babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["Effect"].ShadersStore["defaultPixelShader"];
-        _this.VertexShader = babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["Effect"].ShadersStore["defaultVertexShader"];
-        return _this;
-    }
-    CustomMaterial.prototype.AttachAfterBind = function (mesh, effect) {
-        for (var el in this._newUniformInstances) {
-            var ea = el.toString().split('-');
-            if (ea[0] == 'vec2') {
-                effect.setVector2(ea[1], this._newUniformInstances[el]);
-            }
-            else if (ea[0] == 'vec3') {
-                effect.setVector3(ea[1], this._newUniformInstances[el]);
-            }
-            else if (ea[0] == 'vec4') {
-                effect.setVector4(ea[1], this._newUniformInstances[el]);
-            }
-            else if (ea[0] == 'mat4') {
-                effect.setMatrix(ea[1], this._newUniformInstances[el]);
-            }
-            else if (ea[0] == 'float') {
-                effect.setFloat(ea[1], this._newUniformInstances[el]);
-            }
-        }
-        for (var el in this._newSamplerInstances) {
-            var ea = el.toString().split('-');
-            if (ea[0] == 'sampler2D' && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {
-                effect.setTexture(ea[1], this._newSamplerInstances[el]);
-            }
-        }
-    };
-    CustomMaterial.prototype.ReviewUniform = function (name, arr) {
-        if (name == "uniform") {
-            for (var ind in this._newUniforms) {
-                if (this._customUniform[ind].indexOf('sampler') == -1) {
-                    arr.push(this._newUniforms[ind]);
-                }
-            }
-        }
-        if (name == "sampler") {
-            for (var ind in this._newUniforms) {
-                if (this._customUniform[ind].indexOf('sampler') != -1) {
-                    arr.push(this._newUniforms[ind]);
-                }
-            }
-        }
-        return arr;
-    };
-    CustomMaterial.prototype.Builder = function (shaderName, uniforms, uniformBuffers, samplers, defines) {
-        var _this = this;
-        if (this._isCreatedShader) {
-            return this._createdShaderName;
-        }
-        this._isCreatedShader = false;
-        CustomMaterial.ShaderIndexer++;
-        var name = "custom_" + CustomMaterial.ShaderIndexer;
-        this.ReviewUniform("uniform", uniforms);
-        this.ReviewUniform("sampler", samplers);
-        var fn_afterBind = this._afterBind.bind(this);
-        this._afterBind = function (m, e) {
-            if (!e) {
-                return;
-            }
-            _this.AttachAfterBind(m, e);
-            try {
-                fn_afterBind(m, e);
-            }
-            catch (e) { }
-        };
-        babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["Effect"].ShadersStore[name + "VertexShader"] = this.VertexShader
-            .replace('#define CUSTOM_VERTEX_BEGIN', (this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : ""))
-            .replace('#define CUSTOM_VERTEX_DEFINITIONS', (this._customUniform ? this._customUniform.join("\n") : "") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : ""))
-            .replace('#define CUSTOM_VERTEX_MAIN_BEGIN', (this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : ""))
-            .replace('#define CUSTOM_VERTEX_UPDATE_POSITION', (this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : ""))
-            .replace('#define CUSTOM_VERTEX_UPDATE_NORMAL', (this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : ""));
-        // #define CUSTOM_VERTEX_MAIN_END
-        babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["Effect"].ShadersStore[name + "PixelShader"] = this.FragmentShader
-            .replace('#define CUSTOM_FRAGMENT_BEGIN', (this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : ""))
-            .replace('#define CUSTOM_FRAGMENT_MAIN_BEGIN', (this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : ""))
-            .replace('#define CUSTOM_FRAGMENT_DEFINITIONS', (this._customUniform ? this._customUniform.join("\n") : "") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : ""))
-            .replace('#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE', (this.CustomParts.Fragment_Custom_Diffuse ? this.CustomParts.Fragment_Custom_Diffuse : ""))
-            .replace('#define CUSTOM_FRAGMENT_UPDATE_ALPHA', (this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : ""))
-            .replace('#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR', (this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : ""));
-        // #define CUSTOM_FRAGMENT_BEFORE_LIGHTS
-        // #define CUSTOM_FRAGMENT_BEFORE_FOG
-        this._isCreatedShader = true;
-        this._createdShaderName = name;
-        return name;
-    };
-    CustomMaterial.prototype.AddUniform = function (name, kind, param) {
-        if (!this._customUniform) {
-            this._customUniform = new Array();
-            this._newUniforms = new Array();
-            this._newSamplerInstances = new Array();
-            this._newUniformInstances = new Array();
-        }
-        if (param) {
-            if (kind.indexOf("sampler") == -1) {
-                this._newUniformInstances[kind + "-" + name] = param;
-            }
-            else {
-                this._newUniformInstances[kind + "-" + name] = param;
-            }
-        }
-        this._customUniform.push("uniform " + kind + " " + name + ";");
-        this._newUniforms.push(name);
-        return this;
-    };
-    CustomMaterial.prototype.Fragment_Begin = function (shaderPart) {
-        this.CustomParts.Fragment_Begin = shaderPart;
-        return this;
-    };
-    CustomMaterial.prototype.Fragment_Definitions = function (shaderPart) {
-        this.CustomParts.Fragment_Definitions = shaderPart;
-        return this;
-    };
-    CustomMaterial.prototype.Fragment_MainBegin = function (shaderPart) {
-        this.CustomParts.Fragment_MainBegin = shaderPart;
-        return this;
-    };
-    CustomMaterial.prototype.Fragment_Custom_Diffuse = function (shaderPart) {
-        this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace("result", "diffuseColor");
-        return this;
-    };
-    CustomMaterial.prototype.Fragment_Custom_Alpha = function (shaderPart) {
-        this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace("result", "alpha");
-        return this;
-    };
-    CustomMaterial.prototype.Fragment_Before_FragColor = function (shaderPart) {
-        this.CustomParts.Fragment_Before_FragColor = shaderPart.replace("result", "color");
-        return this;
-    };
-    CustomMaterial.prototype.Vertex_Begin = function (shaderPart) {
-        this.CustomParts.Vertex_Begin = shaderPart;
-        return this;
-    };
-    CustomMaterial.prototype.Vertex_Definitions = function (shaderPart) {
-        this.CustomParts.Vertex_Definitions = shaderPart;
-        return this;
-    };
-    CustomMaterial.prototype.Vertex_MainBegin = function (shaderPart) {
-        this.CustomParts.Vertex_MainBegin = shaderPart;
-        return this;
-    };
-    CustomMaterial.prototype.Vertex_Before_PositionUpdated = function (shaderPart) {
-        this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace("result", "positionUpdated");
-        return this;
-    };
-    CustomMaterial.prototype.Vertex_Before_NormalUpdated = function (shaderPart) {
-        this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace("result", "normalUpdated");
-        return this;
-    };
-    CustomMaterial.ShaderIndexer = 1;
-    return CustomMaterial;
-}(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["StandardMaterial"]));
-
-babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["_TypeStore"].RegisteredTypes["BABYLON.CustomMaterial"] = CustomMaterial;
-
-
-/***/ }),
-
-/***/ "./custom/index.ts":
-/*!*************************!*\
-  !*** ./custom/index.ts ***!
-  \*************************/
-/*! exports provided: CustomShaderStructure, ShaderSpecialParts, CustomMaterial */
-/***/ (function(module, __webpack_exports__, __webpack_require__) {
-
-"use strict";
-__webpack_require__.r(__webpack_exports__);
-/* harmony import */ var _customMaterial__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./customMaterial */ "./custom/customMaterial.ts");
-/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "CustomShaderStructure", function() { return _customMaterial__WEBPACK_IMPORTED_MODULE_0__["CustomShaderStructure"]; });
-
-/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "ShaderSpecialParts", function() { return _customMaterial__WEBPACK_IMPORTED_MODULE_0__["ShaderSpecialParts"]; });
-
-/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "CustomMaterial", function() { return _customMaterial__WEBPACK_IMPORTED_MODULE_0__["CustomMaterial"]; });
-
-
-
-
-/***/ }),
-
-/***/ "./legacy/legacy-custom.ts":
-/*!*********************************!*\
-  !*** ./legacy/legacy-custom.ts ***!
-  \*********************************/
-/*! exports provided: CustomShaderStructure, ShaderSpecialParts, CustomMaterial */
-/***/ (function(module, __webpack_exports__, __webpack_require__) {
-
-"use strict";
-__webpack_require__.r(__webpack_exports__);
-/* WEBPACK VAR INJECTION */(function(global) {/* harmony import */ var _custom_index__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../custom/index */ "./custom/index.ts");
-/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "CustomShaderStructure", function() { return _custom_index__WEBPACK_IMPORTED_MODULE_0__["CustomShaderStructure"]; });
-
-/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "ShaderSpecialParts", function() { return _custom_index__WEBPACK_IMPORTED_MODULE_0__["ShaderSpecialParts"]; });
-
-/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "CustomMaterial", function() { return _custom_index__WEBPACK_IMPORTED_MODULE_0__["CustomMaterial"]; });
-
-
-/**
- * This is the entry point for the UMD module.
- * The entry point for a future ESM package should be index.ts
- */
-var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);
-if (typeof globalObject !== "undefined") {
-    for (var key in _custom_index__WEBPACK_IMPORTED_MODULE_0__) {
-        globalObject.BABYLON[key] = _custom_index__WEBPACK_IMPORTED_MODULE_0__[key];
-    }
-}
-
-
-/* WEBPACK VAR INJECTION */}.call(this, __webpack_require__(/*! ./../../../node_modules/webpack/buildin/global.js */ "../../node_modules/webpack/buildin/global.js")))
-
-/***/ }),
-
-/***/ "babylonjs/Misc/decorators":
-/*!****************************************************************************************************!*\
-  !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
-  \****************************************************************************************************/
-/*! no static exports found */
-/***/ (function(module, exports) {
-
-module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
-
-/***/ })
-
-/******/ });
-});
-//# sourceMappingURL=babylon.customMaterial.js.map

文件差异内容过多而无法显示
+ 0 - 16
Playground/materialsLibrary/babylon.customMaterial.min.js


文件差异内容过多而无法显示
+ 0 - 809
Playground/materialsLibrary/babylon.fireMaterial.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/materialsLibrary/babylon.fireMaterial.min.js


文件差异内容过多而无法显示
+ 0 - 967
Playground/materialsLibrary/babylon.furMaterial.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/materialsLibrary/babylon.furMaterial.min.js


文件差异内容过多而无法显示
+ 0 - 747
Playground/materialsLibrary/babylon.gradientMaterial.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/materialsLibrary/babylon.gradientMaterial.min.js


文件差异内容过多而无法显示
+ 0 - 714
Playground/materialsLibrary/babylon.gridMaterial.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/materialsLibrary/babylon.gridMaterial.min.js


文件差异内容过多而无法显示
+ 0 - 866
Playground/materialsLibrary/babylon.lavaMaterial.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/materialsLibrary/babylon.lavaMaterial.min.js


文件差异内容过多而无法显示
+ 0 - 971
Playground/materialsLibrary/babylon.mixMaterial.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/materialsLibrary/babylon.mixMaterial.min.js


文件差异内容过多而无法显示
+ 0 - 811
Playground/materialsLibrary/babylon.normalMaterial.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/materialsLibrary/babylon.normalMaterial.min.js


文件差异内容过多而无法显示
+ 0 - 702
Playground/materialsLibrary/babylon.shadowOnlyMaterial.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/materialsLibrary/babylon.shadowOnlyMaterial.min.js


文件差异内容过多而无法显示
+ 0 - 769
Playground/materialsLibrary/babylon.simpleMaterial.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/materialsLibrary/babylon.simpleMaterial.min.js


文件差异内容过多而无法显示
+ 0 - 801
Playground/materialsLibrary/babylon.skyMaterial.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/materialsLibrary/babylon.skyMaterial.min.js


文件差异内容过多而无法显示
+ 0 - 899
Playground/materialsLibrary/babylon.terrainMaterial.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/materialsLibrary/babylon.terrainMaterial.min.js


文件差异内容过多而无法显示
+ 0 - 879
Playground/materialsLibrary/babylon.triPlanarMaterial.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/materialsLibrary/babylon.triPlanarMaterial.min.js


文件差异内容过多而无法显示
+ 0 - 1130
Playground/materialsLibrary/babylon.waterMaterial.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/materialsLibrary/babylon.waterMaterial.min.js


文件差异内容过多而无法显示
+ 0 - 7103
Playground/materialsLibrary/babylonjs.materials.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/materialsLibrary/babylonjs.materials.min.js


+ 0 - 36
Playground/materialsLibrary/package.json

@@ -1,36 +0,0 @@
-{
-    "author": {
-        "name": "David CATUHE"
-    },
-    "name": "babylonjs-materials",
-    "description": "The Babylon.js materials library is a collection of advanced materials to be used in a Babylon.js scene.",
-    "version": "4.0.0-alpha.29",
-    "repository": {
-        "type": "git",
-        "url": "https://github.com/BabylonJS/Babylon.js.git"
-    },
-    "main": "babylonjs.materials.min.js",
-    "files": [
-        "babylonjs.materials.js.map",
-        "babylonjs.materials.js",
-        "babylonjs.materials.min.js",
-        "babylonjs.materials.module.d.ts",
-        "readme.md",
-        "package.json"
-    ],
-    "typings": "babylonjs.materials.module.d.ts",
-    "keywords": [
-        "3D",
-        "javascript",
-        "html5",
-        "webgl",
-        "materials"
-    ],
-    "license": "Apache-2.0",
-    "dependencies": {
-        "babylonjs": "4.0.0-alpha.29"
-    },
-    "engines": {
-        "node": "*"
-    }
-}

+ 0 - 30
Playground/materialsLibrary/readme-es6.md

@@ -1,30 +0,0 @@
-Babylon.js Materials Library
-=====================
-
-For usage documentation please visit http://doc.babylonjs.com/extensions and choose "materials library".
-
-# Installation instructions
-
-To install using npm :
-
-```
-npm install --save @babylonjs/core @babylonjs/materials
-```
-
-# How to use
-
-Afterwards it can be imported to the your project using:
-
-```
-import { GridMaterial } from '@babylonjs/materials/Grid';
-```
-
-And used as usual:
-
-```
-// Some awesome code
-let gridMaterial = new GridMaterial("gridMaterial", scene);
-// Some more awesome code
-```
-
-For more information you can have a look at our [our ES6 dedicated documentation](https://doc.babylonjs.com/features/es6_support).

+ 0 - 51
Playground/materialsLibrary/readme.md

@@ -1,51 +0,0 @@
-Babylon.js Materials Library
-=====================
-
-For usage documentation please visit http://doc.babylonjs.com/extensions and choose "materials library".
-
-# Installation instructions
-
-## CDN
-
-Compiled js files (minified and source) are offered on our public CDN here:
-
-* https://preview.babylonjs.com/materialsLibrary/babylonjs.materials.js
-* https://preview.babylonjs.com/materialsLibrary/babylonjs.materials.min.js
-
-## NPM
-
-To install using npm :
-
-```
-npm install --save babylonjs babylonjs-materials
-```
-
-If using TypeScript, the typing needs to be added to tsconfig.json:
-
-```
-    ....
-    "types": [
-        "babylonjs",
-        "babylonjs-materials",
-        "oneMoreDependencyThatIReallyNeed"
-    ],
-    ....
-```
-
-Afterwards it can be imported to the project using:
-
-```
-import * as BABYLON from 'babylonjs';
-import 'babylonjs-materials';
-```
-
-This will extend Babylon's namespace with the materials available:
-
-```
-// Some awesome code
-let skyMaterial = new BABYLON.SkyMaterial("skyMaterial", scene);
-skyMaterial.backFaceCulling = false;
-// Some more awesome code
-```
-
-Using webpack to package your project will use the minified js file.

文件差异内容过多而无法显示
+ 0 - 656
Playground/postProcessesLibrary/babylon.asciiArtPostProcess.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/postProcessesLibrary/babylon.asciiArtPostProcess.min.js


文件差异内容过多而无法显示
+ 0 - 662
Playground/postProcessesLibrary/babylon.digitalRainPostProcess.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/postProcessesLibrary/babylon.digitalRainPostProcess.min.js


文件差异内容过多而无法显示
+ 0 - 644
Playground/postProcessesLibrary/babylon.oceanPostProcess.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/postProcessesLibrary/babylon.oceanPostProcess.min.js


文件差异内容过多而无法显示
+ 0 - 1216
Playground/postProcessesLibrary/babylonjs.postProcess.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/postProcessesLibrary/babylonjs.postProcess.min.js


+ 0 - 36
Playground/postProcessesLibrary/package.json

@@ -1,36 +0,0 @@
-{
-    "author": {
-        "name": "David CATUHE"
-    },
-    "name": "babylonjs-post-process",
-    "description": "The Babylon.js materials library is a collection of advanced materials to be used in a Babylon.js scene.",
-    "version": "4.0.0-alpha.29",
-    "repository": {
-        "type": "git",
-        "url": "https://github.com/BabylonJS/Babylon.js.git"
-    },
-    "main": "babylonjs.postProcess.min.js",
-    "files": [
-        "babylonjs.postProcess.js",
-        "babylonjs.postProcess.js.map",
-        "babylonjs.postProcess.min.js",
-        "babylonjs.postProcess.module.d.ts",
-        "readme.md",
-        "package.json"
-    ],
-    "typings": "babylonjs.postProcess.module.d.ts",
-    "keywords": [
-        "3D",
-        "javascript",
-        "html5",
-        "webgl",
-        "post process"
-    ],
-    "license": "Apache-2.0",
-    "dependencies": {
-        "babylonjs": "4.0.0-alpha.29"
-    },
-    "engines": {
-        "node": "*"
-    }
-}

+ 0 - 31
Playground/postProcessesLibrary/readme-es6.md

@@ -1,31 +0,0 @@
-Babylon.js Post Processes Library
-=====================
-
-For usage documentation please visit http://doc.babylonjs.com/extensions and choose "post process library".
-
-# Installation instructions
-
-To install using npm :
-
-```
-npm install --save @babylonjs/core @babylonjs/post-processes
-```
-
-# How to use
-
-Afterwards it can be imported to the your project using:
-
-```
-import { AsciiArtPostProcess } from '@babylonjs/post-processes/asciiArt';
-```
-
-And used as usual:
-
-```
-// Some awesome code
-// Creates the post process
-let postProcess = new AsciiArtPostProcess("AsciiArt", camera);
-// Some more awesome code
-```
-
-For more information you can have a look at our [our ES6 dedicated documentation](https://doc.babylonjs.com/features/es6_support).

+ 0 - 51
Playground/postProcessesLibrary/readme.md

@@ -1,51 +0,0 @@
-Babylon.js Post Processes Library
-=====================
-
-For usage documentation please visit http://doc.babylonjs.com/extensions and choose "post process library".
-
-# Installation instructions
-
-## CDN
-
-Compiled js files (minified and source) are offered on our public CDN here:
-
-* https://preview.babylonjs.com/postProcessesLibrary/babylonjs.postProcess.js
-* https://preview.babylonjs.com/postProcessesLibrary/babylonjs.postProcess.min.js
-
-## NPM
-
-To install using npm :
-
-```
-npm install --save babylonjs babylonjs-post-process
-```
-
-If using TypeScript, the typing needs to be added to tsconfig.json:
-
-```
-    ....
-    "types": [
-        "babylonjs",
-        "babylonjs-post-process",
-        "oneMoreDependencyThatIReallyNeed"
-    ],
-    ....
-```
-
-Afterwards it can be imported to the project using:
-
-```
-import * as BABYLON from 'babylonjs';
-import 'babylonjs-post-process';
-```
-
-This will extend Babylon's namespace with the post processes available:
-
-```
-// Some awesome code
-// Creates the post process
-let postProcess = new BABYLON.AsciiArtPostProcess("AsciiArt", camera);
-// Some more awesome code
-```
-
-Using webpack to package your project will use the minified js file.

文件差异内容过多而无法显示
+ 0 - 550
Playground/proceduralTexturesLibrary/babylon.brickProceduralTexture.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/proceduralTexturesLibrary/babylon.brickProceduralTexture.min.js


文件差异内容过多而无法显示
+ 0 - 518
Playground/proceduralTexturesLibrary/babylon.cloudProceduralTexture.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/proceduralTexturesLibrary/babylon.cloudProceduralTexture.min.js


文件差异内容过多而无法显示
+ 0 - 639
Playground/proceduralTexturesLibrary/babylon.fireProceduralTexture.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/proceduralTexturesLibrary/babylon.fireProceduralTexture.min.js


文件差异内容过多而无法显示
+ 0 - 530
Playground/proceduralTexturesLibrary/babylon.grassProceduralTexture.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/proceduralTexturesLibrary/babylon.grassProceduralTexture.min.js


文件差异内容过多而无法显示
+ 0 - 550
Playground/proceduralTexturesLibrary/babylon.marbleProceduralTexture.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/proceduralTexturesLibrary/babylon.marbleProceduralTexture.min.js


文件差异内容过多而无法显示
+ 0 - 509
Playground/proceduralTexturesLibrary/babylon.normalMapProceduralTexture.js


文件差异内容过多而无法显示
+ 0 - 16
Playground/proceduralTexturesLibrary/babylon.normalMapProceduralTexture.min.js


文件差异内容过多而无法显示
+ 0 - 515
Playground/proceduralTexturesLibrary/babylon.perlinNoiseProceduralTexture.js


+ 0 - 0
Playground/proceduralTexturesLibrary/babylon.perlinNoiseProceduralTexture.min.js


部分文件因为文件数量过多而无法显示