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@@ -15262,9 +15262,11 @@ var BABYLON;
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};
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/**
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* Is this node ready to be used/rendered
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+ * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
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* @return true if the node is ready
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*/
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- Node.prototype.isReady = function () {
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+ Node.prototype.isReady = function (completeCheck) {
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+ if (completeCheck === void 0) { completeCheck = false; }
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return this._isReady;
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};
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/**
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@@ -22443,7 +22445,7 @@ var BABYLON;
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if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
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continue;
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}
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- if (!mesh.isReady()) {
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+ if (!mesh.isReady(true)) {
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return false;
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}
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// Effect layers
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@@ -25924,24 +25926,15 @@ var BABYLON;
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this.level = 1;
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this.coordinatesIndex = 0;
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this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
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- /*
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- * How a texture is mapped.
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- *
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- * | Value | Type | Description |
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- * | ----- | ----------------------------------- | ----------- |
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- * | 0 | EXPLICIT_MODE | |
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- * | 1 | SPHERICAL_MODE | |
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- * | 2 | PLANAR_MODE | |
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- * | 3 | CUBIC_MODE | |
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- * | 4 | PROJECTION_MODE | |
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- * | 5 | SKYBOX_MODE | |
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- * | 6 | INVCUBIC_MODE | |
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- * | 7 | EQUIRECTANGULAR_MODE | |
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- * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
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- * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
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+ /**
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+ * | Value | Type | Description |
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+ * | ----- | ------------------ | ----------- |
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+ * | 0 | CLAMP_ADDRESSMODE | |
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+ * | 1 | WRAP_ADDRESSMODE | |
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+ * | 2 | MIRROR_ADDRESSMODE | |
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*/
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this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
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- /*
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+ /**
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* | Value | Type | Description |
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* | ----- | ------------------ | ----------- |
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* | 0 | CLAMP_ADDRESSMODE | |
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@@ -25949,6 +25942,13 @@ var BABYLON;
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* | 2 | MIRROR_ADDRESSMODE | |
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*/
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this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
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+ /**
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+ * | Value | Type | Description |
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+ * | ----- | ------------------ | ----------- |
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+ * | 0 | CLAMP_ADDRESSMODE | |
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+ * | 1 | WRAP_ADDRESSMODE | |
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+ * | 2 | MIRROR_ADDRESSMODE | |
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+ */
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this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
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this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
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this.isCube = false;
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@@ -25992,6 +25992,22 @@ var BABYLON;
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get: function () {
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return this._coordinatesMode;
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},
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+ /**
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+ * How a texture is mapped.
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+ *
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+ * | Value | Type | Description |
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+ * | ----- | ----------------------------------- | ----------- |
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+ * | 0 | EXPLICIT_MODE | |
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+ * | 1 | SPHERICAL_MODE | |
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+ * | 2 | PLANAR_MODE | |
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+ * | 3 | CUBIC_MODE | |
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+ * | 4 | PROJECTION_MODE | |
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+ * | 5 | SKYBOX_MODE | |
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+ * | 6 | INVCUBIC_MODE | |
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+ * | 7 | EQUIRECTANGULAR_MODE | |
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+ * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
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+ * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
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+ */
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set: function (value) {
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if (this._coordinatesMode === value) {
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return;
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@@ -27356,20 +27372,25 @@ var BABYLON;
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});
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/**
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* Determine if the current mesh is ready to be rendered
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+ * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
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* @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
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* @returns true if all associated assets are ready (material, textures, shaders)
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*/
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- Mesh.prototype.isReady = function (forceInstanceSupport) {
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+ Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
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+ if (completeCheck === void 0) { completeCheck = false; }
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if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
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if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
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return false;
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}
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- if (!_super.prototype.isReady.call(this)) {
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+ if (!_super.prototype.isReady.call(this, completeCheck)) {
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return false;
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}
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if (!this.subMeshes || this.subMeshes.length === 0) {
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return true;
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}
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+ if (!completeCheck) {
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+ return true;
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+ }
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var engine = this.getEngine();
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var scene = this.getScene();
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var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
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@@ -53803,10 +53824,12 @@ var BABYLON;
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});
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/**
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* Is this node ready to be used/rendered
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+ * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
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* @return {boolean} is it ready
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*/
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- InstancedMesh.prototype.isReady = function () {
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- return this._sourceMesh.isReady(true);
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+ InstancedMesh.prototype.isReady = function (completeCheck) {
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+ if (completeCheck === void 0) { completeCheck = false; }
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+ return this._sourceMesh.isReady(completeCheck, true);
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};
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/**
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* Returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
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@@ -91784,6 +91807,12 @@ var BABYLON;
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if (node._babylonMesh) {
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meshes.push(node._babylonMesh);
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}
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+ if (node._primitiveBabylonMeshes) {
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+ for (var _a = 0, _b = node._primitiveBabylonMeshes; _a < _b.length; _a++) {
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+ var babylonMesh = _b[_a];
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+ meshes.push(babylonMesh);
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+ }
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+ }
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}
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}
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return meshes;
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