David Catuhe 9 rokov pred
rodič
commit
fa2209efe8

Rozdielové dáta súboru neboli zobrazené, pretože súbor je príliš veľký
+ 15 - 15
dist/preview release/babylon.core.js


+ 191 - 189
dist/preview release/babylon.d.ts

@@ -2253,108 +2253,6 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class BoundingBox {
-        minimum: Vector3;
-        maximum: Vector3;
-        vectors: Vector3[];
-        center: Vector3;
-        extendSize: Vector3;
-        directions: Vector3[];
-        vectorsWorld: Vector3[];
-        minimumWorld: Vector3;
-        maximumWorld: Vector3;
-        private _worldMatrix;
-        constructor(minimum: Vector3, maximum: Vector3);
-        getWorldMatrix(): Matrix;
-        setWorldMatrix(matrix: Matrix): BoundingBox;
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsMinMax(min: Vector3, max: Vector3): boolean;
-        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
-        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
-        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
-        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
-    }
-}
-
-declare module BABYLON {
-    class BoundingInfo {
-        minimum: Vector3;
-        maximum: Vector3;
-        boundingBox: BoundingBox;
-        boundingSphere: BoundingSphere;
-        private _isLocked;
-        constructor(minimum: Vector3, maximum: Vector3);
-        isLocked: boolean;
-        update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        _checkCollision(collider: Collider): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
-    }
-}
-
-declare module BABYLON {
-    class BoundingSphere {
-        minimum: Vector3;
-        maximum: Vector3;
-        center: Vector3;
-        radius: number;
-        centerWorld: Vector3;
-        radiusWorld: number;
-        private _tempRadiusVector;
-        constructor(minimum: Vector3, maximum: Vector3);
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
-    }
-}
-
-declare module BABYLON {
-    class Ray {
-        origin: Vector3;
-        direction: Vector3;
-        length: number;
-        private _edge1;
-        private _edge2;
-        private _pvec;
-        private _tvec;
-        private _qvec;
-        constructor(origin: Vector3, direction: Vector3, length?: number);
-        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
-        intersectsBox(box: BoundingBox): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
-        intersectsPlane(plane: Plane): number;
-        private static smallnum;
-        private static rayl;
-        /**
-         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
-         * @param sega the first point of the segment to test the intersection against
-         * @param segb the second point of the segment to test the intersection against
-         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
-         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
-         */
-        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
-        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
-        /**
-        * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
-        * transformed to the given world matrix.
-        * @param origin The origin point
-        * @param end The end point
-        * @param world a matrix to transform the ray to. Default is the identity matrix.
-        */
-        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
-        static Transform(ray: Ray, matrix: Matrix): Ray;
-    }
-}
-
-declare module BABYLON {
     class Collider {
     class Collider {
         radius: Vector3;
         radius: Vector3;
         retry: number;
         retry: number;
@@ -2596,6 +2494,108 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
+    class BoundingBox {
+        minimum: Vector3;
+        maximum: Vector3;
+        vectors: Vector3[];
+        center: Vector3;
+        extendSize: Vector3;
+        directions: Vector3[];
+        vectorsWorld: Vector3[];
+        minimumWorld: Vector3;
+        maximumWorld: Vector3;
+        private _worldMatrix;
+        constructor(minimum: Vector3, maximum: Vector3);
+        getWorldMatrix(): Matrix;
+        setWorldMatrix(matrix: Matrix): BoundingBox;
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsMinMax(min: Vector3, max: Vector3): boolean;
+        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
+        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
+        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+    }
+}
+
+declare module BABYLON {
+    class BoundingInfo {
+        minimum: Vector3;
+        maximum: Vector3;
+        boundingBox: BoundingBox;
+        boundingSphere: BoundingSphere;
+        private _isLocked;
+        constructor(minimum: Vector3, maximum: Vector3);
+        isLocked: boolean;
+        update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        _checkCollision(collider: Collider): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
+    }
+}
+
+declare module BABYLON {
+    class BoundingSphere {
+        minimum: Vector3;
+        maximum: Vector3;
+        center: Vector3;
+        radius: number;
+        centerWorld: Vector3;
+        radiusWorld: number;
+        private _tempRadiusVector;
+        constructor(minimum: Vector3, maximum: Vector3);
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
+    }
+}
+
+declare module BABYLON {
+    class Ray {
+        origin: Vector3;
+        direction: Vector3;
+        length: number;
+        private _edge1;
+        private _edge2;
+        private _pvec;
+        private _tvec;
+        private _qvec;
+        constructor(origin: Vector3, direction: Vector3, length?: number);
+        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
+        intersectsBox(box: BoundingBox): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
+        intersectsPlane(plane: Plane): number;
+        private static smallnum;
+        private static rayl;
+        /**
+         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
+         * @param sega the first point of the segment to test the intersection against
+         * @param segb the second point of the segment to test the intersection against
+         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
+         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
+         */
+        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
+        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
+        /**
+        * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
+        * transformed to the given world matrix.
+        * @param origin The origin point
+        * @param end The end point
+        * @param world a matrix to transform the ray to. Default is the identity matrix.
+        */
+        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
+        static Transform(ray: Ray, matrix: Matrix): Ray;
+    }
+}
+
+declare module BABYLON {
     class DebugLayer {
     class DebugLayer {
         private _scene;
         private _scene;
         private _camera;
         private _camera;
@@ -2681,6 +2681,32 @@ declare module BABYLON.Debug {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
+    class Layer {
+        name: string;
+        texture: Texture;
+        isBackground: boolean;
+        color: Color4;
+        scale: Vector2;
+        offset: Vector2;
+        onDispose: () => void;
+        onBeforeRender: () => void;
+        onAfterRender: () => void;
+        alphaBlendingMode: number;
+        alphaTest: boolean;
+        private _scene;
+        private _vertexDeclaration;
+        private _vertexStrideSize;
+        private _vertexBuffer;
+        private _indexBuffer;
+        private _effect;
+        private _alphaTestEffect;
+        constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
+        render(): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
     class LensFlare {
     class LensFlare {
         size: number;
         size: number;
         position: number;
         position: number;
@@ -2725,32 +2751,6 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class Layer {
-        name: string;
-        texture: Texture;
-        isBackground: boolean;
-        color: Color4;
-        scale: Vector2;
-        offset: Vector2;
-        onDispose: () => void;
-        onBeforeRender: () => void;
-        onAfterRender: () => void;
-        alphaBlendingMode: number;
-        alphaTest: boolean;
-        private _scene;
-        private _vertexDeclaration;
-        private _vertexStrideSize;
-        private _vertexBuffer;
-        private _indexBuffer;
-        private _effect;
-        private _alphaTestEffect;
-        constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
-        render(): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     class DirectionalLight extends Light implements IShadowLight {
     class DirectionalLight extends Light implements IShadowLight {
         position: Vector3;
         position: Vector3;
         direction: Vector3;
         direction: Vector3;
@@ -7088,27 +7088,6 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class ReflectionProbe {
-        name: string;
-        private _scene;
-        private _renderTargetTexture;
-        private _projectionMatrix;
-        private _viewMatrix;
-        private _target;
-        private _add;
-        private _attachedMesh;
-        position: Vector3;
-        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
-        refreshRate: number;
-        getScene(): Scene;
-        cubeTexture: RenderTargetTexture;
-        renderList: AbstractMesh[];
-        attachToMesh(mesh: AbstractMesh): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     class AnaglyphPostProcess extends PostProcess {
     class AnaglyphPostProcess extends PostProcess {
         constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
         constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
     }
     }
@@ -7685,6 +7664,27 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
+    class ReflectionProbe {
+        name: string;
+        private _scene;
+        private _renderTargetTexture;
+        private _projectionMatrix;
+        private _viewMatrix;
+        private _target;
+        private _add;
+        private _attachedMesh;
+        position: Vector3;
+        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
+        refreshRate: number;
+        getScene(): Scene;
+        cubeTexture: RenderTargetTexture;
+        renderList: AbstractMesh[];
+        attachToMesh(mesh: AbstractMesh): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
     class BoundingBoxRenderer {
     class BoundingBoxRenderer {
         frontColor: Color3;
         frontColor: Color3;
         backColor: Color3;
         backColor: Color3;
@@ -7858,6 +7858,46 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON.Internals {
 declare module BABYLON.Internals {
+    class _AlphaState {
+        private _isAlphaBlendDirty;
+        private _isBlendFunctionParametersDirty;
+        private _alphaBlend;
+        private _blendFunctionParameters;
+        isDirty: boolean;
+        alphaBlend: boolean;
+        setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
+        reset(): void;
+        apply(gl: WebGLRenderingContext): void;
+    }
+}
+
+declare module BABYLON.Internals {
+    class _DepthCullingState {
+        private _isDepthTestDirty;
+        private _isDepthMaskDirty;
+        private _isDepthFuncDirty;
+        private _isCullFaceDirty;
+        private _isCullDirty;
+        private _isZOffsetDirty;
+        private _depthTest;
+        private _depthMask;
+        private _depthFunc;
+        private _cull;
+        private _cullFace;
+        private _zOffset;
+        isDirty: boolean;
+        zOffset: number;
+        cullFace: number;
+        cull: boolean;
+        depthFunc: number;
+        depthMask: boolean;
+        depthTest: boolean;
+        reset(): void;
+        apply(gl: WebGLRenderingContext): void;
+    }
+}
+
+declare module BABYLON.Internals {
     class AndOrNotEvaluator {
     class AndOrNotEvaluator {
         static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
         static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
         private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);
         private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);
@@ -8193,6 +8233,7 @@ declare module BABYLON {
         /**
         /**
          * Create a new Observer with the specified callback
          * Create a new Observer with the specified callback
          * @param callback the callback that will be executed for that Observer
          * @param callback the callback that will be executed for that Observer
+         * @param mash the mask used to filter observers
          * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
          * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
          */
          */
         add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean): Observer<T>;
         add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean): Observer<T>;
@@ -8209,6 +8250,7 @@ declare module BABYLON {
         /**
         /**
          * Notify all Observers by calling their respective callback with the given data
          * Notify all Observers by calling their respective callback with the given data
          * @param eventData
          * @param eventData
+         * @param mask
          */
          */
         notifyObservers(eventData: T, mask?: number): void;
         notifyObservers(eventData: T, mask?: number): void;
         /**
         /**
@@ -8587,46 +8629,6 @@ declare module BABYLON {
     }
     }
 }
 }
 
 
-declare module BABYLON.Internals {
-    class _AlphaState {
-        private _isAlphaBlendDirty;
-        private _isBlendFunctionParametersDirty;
-        private _alphaBlend;
-        private _blendFunctionParameters;
-        isDirty: boolean;
-        alphaBlend: boolean;
-        setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
-        reset(): void;
-        apply(gl: WebGLRenderingContext): void;
-    }
-}
-
-declare module BABYLON.Internals {
-    class _DepthCullingState {
-        private _isDepthTestDirty;
-        private _isDepthMaskDirty;
-        private _isDepthFuncDirty;
-        private _isCullFaceDirty;
-        private _isCullDirty;
-        private _isZOffsetDirty;
-        private _depthTest;
-        private _depthMask;
-        private _depthFunc;
-        private _cull;
-        private _cullFace;
-        private _zOffset;
-        isDirty: boolean;
-        zOffset: number;
-        cullFace: number;
-        cull: boolean;
-        depthFunc: number;
-        depthMask: boolean;
-        depthTest: boolean;
-        reset(): void;
-        apply(gl: WebGLRenderingContext): void;
-    }
-}
-
 declare module BABYLON {
 declare module BABYLON {
     class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
     class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
         camera: ArcRotateCamera;
         camera: ArcRotateCamera;

Rozdielové dáta súboru neboli zobrazené, pretože súbor je príliš veľký
+ 23 - 23
dist/preview release/babylon.js


Rozdielové dáta súboru neboli zobrazené, pretože súbor je príliš veľký
+ 296 - 294
dist/preview release/babylon.max.js


Rozdielové dáta súboru neboli zobrazené, pretože súbor je príliš veľký
+ 22 - 22
dist/preview release/babylon.noworker.js


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

+ 1 - 1
src/PostProcess/RenderPipeline/babylon.postProcessRenderEffect.js

@@ -147,6 +147,6 @@ var BABYLON;
             }
             }
         };
         };
         return PostProcessRenderEffect;
         return PostProcessRenderEffect;
-    }());
+    })();
     BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
     BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipeline.js

@@ -124,6 +124,6 @@ var BABYLON;
         PostProcessRenderPipeline.PASS_EFFECT_NAME = "passEffect";
         PostProcessRenderPipeline.PASS_EFFECT_NAME = "passEffect";
         PostProcessRenderPipeline.PASS_SAMPLER_NAME = "passSampler";
         PostProcessRenderPipeline.PASS_SAMPLER_NAME = "passSampler";
         return PostProcessRenderPipeline;
         return PostProcessRenderPipeline;
-    }());
+    })();
     BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
     BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipelineManager.js

@@ -62,6 +62,6 @@ var BABYLON;
             }
             }
         };
         };
         return PostProcessRenderPipelineManager;
         return PostProcessRenderPipelineManager;
-    }());
+    })();
     BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
     BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

+ 2 - 0
src/Tools/babylon.observable.ts

@@ -23,6 +23,7 @@
         /**
         /**
          * Create a new Observer with the specified callback
          * Create a new Observer with the specified callback
          * @param callback the callback that will be executed for that Observer
          * @param callback the callback that will be executed for that Observer
+         * @param mash the mask used to filter observers
          * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
          * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
          */
          */
         public add(callback: (eventData: T, eventState: EventState) => void, mask: number = -1, insertFirst = false): Observer<T> {
         public add(callback: (eventData: T, eventState: EventState) => void, mask: number = -1, insertFirst = false): Observer<T> {
@@ -77,6 +78,7 @@
         /**
         /**
          * Notify all Observers by calling their respective callback with the given data
          * Notify all Observers by calling their respective callback with the given data
          * @param eventData
          * @param eventData
+         * @param mask
          */
          */
         public notifyObservers(eventData: T, mask:number = -1): void {
         public notifyObservers(eventData: T, mask:number = -1): void {
             var state = new EventState();
             var state = new EventState();

+ 2 - 2
src/babylon.engine.js

@@ -103,7 +103,7 @@ var BABYLON;
         function EngineCapabilities() {
         function EngineCapabilities() {
         }
         }
         return EngineCapabilities;
         return EngineCapabilities;
-    }());
+    })();
     BABYLON.EngineCapabilities = EngineCapabilities;
     BABYLON.EngineCapabilities = EngineCapabilities;
     /**
     /**
      * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio.
      * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio.
@@ -1940,6 +1940,6 @@ var BABYLON;
         Engine.CodeRepository = "src/";
         Engine.CodeRepository = "src/";
         Engine.ShadersRepository = "src/Shaders/";
         Engine.ShadersRepository = "src/Shaders/";
         return Engine;
         return Engine;
-    }());
+    })();
     BABYLON.Engine = Engine;
     BABYLON.Engine = Engine;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

+ 1 - 1
src/babylon.node.js

@@ -293,6 +293,6 @@ var BABYLON;
             BABYLON.serialize()
             BABYLON.serialize()
         ], Node.prototype, "state", void 0);
         ], Node.prototype, "state", void 0);
         return Node;
         return Node;
-    }());
+    })();
     BABYLON.Node = Node;
     BABYLON.Node = Node;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));

+ 61 - 11
src/babylon.scene.js

@@ -1,8 +1,54 @@
 var BABYLON;
 var BABYLON;
 (function (BABYLON) {
 (function (BABYLON) {
+    var PointerEventTypes = (function () {
+        function PointerEventTypes() {
+        }
+        Object.defineProperty(PointerEventTypes, "POINTERDOWN", {
+            get: function () {
+                return PointerEventTypes._POINTERDOWN;
+            },
+            enumerable: true,
+            configurable: true
+        });
+        Object.defineProperty(PointerEventTypes, "POINTERUP", {
+            get: function () {
+                return PointerEventTypes._POINTERUP;
+            },
+            enumerable: true,
+            configurable: true
+        });
+        Object.defineProperty(PointerEventTypes, "POINTERMOVE", {
+            get: function () {
+                return PointerEventTypes._POINTERMOVE;
+            },
+            enumerable: true,
+            configurable: true
+        });
+        Object.defineProperty(PointerEventTypes, "POINTERWHEEL", {
+            get: function () {
+                return PointerEventTypes._POINTERWHEEL;
+            },
+            enumerable: true,
+            configurable: true
+        });
+        Object.defineProperty(PointerEventTypes, "POINTERPICK", {
+            get: function () {
+                return PointerEventTypes._POINTERPICK;
+            },
+            enumerable: true,
+            configurable: true
+        });
+        PointerEventTypes._POINTERDOWN = 0x01;
+        PointerEventTypes._POINTERUP = 0x02;
+        PointerEventTypes._POINTERMOVE = 0x04;
+        PointerEventTypes._POINTERWHEEL = 0x08;
+        PointerEventTypes._POINTERPICK = 0x10;
+        return PointerEventTypes;
+    })();
+    BABYLON.PointerEventTypes = PointerEventTypes;
     /**
     /**
      * This type contains all the data related to a pointer event in Babylon.js.
      * This type contains all the data related to a pointer event in Babylon.js.
-     * The event member is an instnce of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel
+     * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The differents event types can be found in the PointerEventTypes class.
      */
      */
     var PointerInfo = (function () {
     var PointerInfo = (function () {
         function PointerInfo(type, event, pickInfo) {
         function PointerInfo(type, event, pickInfo) {
@@ -11,7 +57,7 @@ var BABYLON;
             this.pickInfo = pickInfo;
             this.pickInfo = pickInfo;
         }
         }
         return PointerInfo;
         return PointerInfo;
-    }());
+    })();
     BABYLON.PointerInfo = PointerInfo;
     BABYLON.PointerInfo = PointerInfo;
     /**
     /**
      * Represents a scene to be rendered by the engine.
      * Represents a scene to be rendered by the engine.
@@ -508,8 +554,9 @@ var BABYLON;
                     _this.onPointerMove(evt, pickResult);
                     _this.onPointerMove(evt, pickResult);
                 }
                 }
                 if (_this.onPointerObservable.hasObservers()) {
                 if (_this.onPointerObservable.hasObservers()) {
-                    var pi = new PointerInfo(evt.type === "mousewheel" ? 4 /* PointerWheel */ : 3 /* PointerMove */, evt, pickResult);
-                    _this.onPointerObservable.notifyObservers(pi);
+                    var type = evt.type === "mousewheel" ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE;
+                    var pi = new PointerInfo(type, evt, pickResult);
+                    _this.onPointerObservable.notifyObservers(pi, type);
                 }
                 }
             };
             };
             this._onPointerDown = function (evt) {
             this._onPointerDown = function (evt) {
@@ -565,8 +612,9 @@ var BABYLON;
                     _this.onPointerDown(evt, pickResult);
                     _this.onPointerDown(evt, pickResult);
                 }
                 }
                 if (_this.onPointerObservable.hasObservers()) {
                 if (_this.onPointerObservable.hasObservers()) {
-                    var pi = new PointerInfo(1 /* PointerDown */, evt, pickResult);
-                    _this.onPointerObservable.notifyObservers(pi);
+                    var type = PointerEventTypes.POINTERDOWN;
+                    var pi = new PointerInfo(type, evt, pickResult);
+                    _this.onPointerObservable.notifyObservers(pi, type);
                 }
                 }
                 // Sprites
                 // Sprites
                 _this._pickedDownSprite = null;
                 _this._pickedDownSprite = null;
@@ -609,8 +657,9 @@ var BABYLON;
                             _this.onPointerPick(evt, pickResult);
                             _this.onPointerPick(evt, pickResult);
                         }
                         }
                         if (_this.onPointerObservable.hasObservers()) {
                         if (_this.onPointerObservable.hasObservers()) {
-                            var pi = new PointerInfo(5 /* PointerPick */, evt, pickResult);
-                            _this.onPointerObservable.notifyObservers(pi);
+                            var type = PointerEventTypes.POINTERPICK;
+                            var pi = new PointerInfo(type, evt, pickResult);
+                            _this.onPointerObservable.notifyObservers(pi, type);
                         }
                         }
                     }
                     }
                     if (pickResult.pickedMesh.actionManager) {
                     if (pickResult.pickedMesh.actionManager) {
@@ -627,8 +676,9 @@ var BABYLON;
                     _this.onPointerUp(evt, pickResult);
                     _this.onPointerUp(evt, pickResult);
                 }
                 }
                 if (_this.onPointerObservable.hasObservers()) {
                 if (_this.onPointerObservable.hasObservers()) {
-                    var pi = new PointerInfo(2 /* PointerUp */, evt, pickResult);
-                    _this.onPointerObservable.notifyObservers(pi);
+                    var type = PointerEventTypes.POINTERUP;
+                    var pi = new PointerInfo(type, evt, pickResult);
+                    _this.onPointerObservable.notifyObservers(pi, type);
                 }
                 }
                 _this._startingPointerTime = 0;
                 _this._startingPointerTime = 0;
                 // Sprites
                 // Sprites
@@ -2244,6 +2294,6 @@ var BABYLON;
         Scene.MinDeltaTime = 1.0;
         Scene.MinDeltaTime = 1.0;
         Scene.MaxDeltaTime = 1000.0;
         Scene.MaxDeltaTime = 1000.0;
         return Scene;
         return Scene;
-    }());
+    })();
     BABYLON.Scene = Scene;
     BABYLON.Scene = Scene;
 })(BABYLON || (BABYLON = {}));
 })(BABYLON || (BABYLON = {}));