@babylonjs/gui 8.54.1 → 8.54.2

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{"version":3,"file":"volumeBasedPanel.js","sourceRoot":"","sources":["../../../../../dev/gui/src/3D/controls/volumeBasedPanel.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,sCAAwB;AACxC,OAAO,EAAE,OAAO,EAAE,6CAA+B;AAGjD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAI5C;;GAEG;AACH,MAAM,OAAgB,gBAAiB,SAAQ,WAAW;IAetD;;;;;;;;;OASG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE,CAAC;YAC9B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAE1B,KAAK,CAAC,YAAY,CAAC,GAAG,EAAE;YACpB,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAC5B,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,IAAW,OAAO,CAAC,KAAU;QACzB,IAAI,IAAI,CAAC,QAAQ,KAAK,KAAK,EAAE,CAAC;YAC1B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QACtB,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;QAE1B,KAAK,CAAC,YAAY,CAAC,GAAG,EAAE;YACpB,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAC5B,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAW,IAAI,CAAC,KAAU;QACtB,IAAI,IAAI,CAAC,KAAK,KAAK,KAAK,EAAE,CAAC;YACvB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAE3B,KAAK,CAAC,YAAY,CAAC,GAAG,EAAE;YACpB,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAC5B,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACH,YAAmB,IAAa;QAC5B,KAAK,CAAC,IAAI,CAAC,CAAC;QAvFR,aAAQ,GAAG,EAAE,CAAC;QACd,UAAK,GAAG,CAAC,CAAC;QACV,kBAAa,GAAG,IAAI,CAAC;QAErB,iBAAY,GAAG,WAAW,CAAC,sBAAsB,CAAC;QAK1D;;WAEG;QACI,WAAM,GAAG,CAAC,CAAC;IA4ElB,CAAC;IAEkB,gBAAgB;QAC/B,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;QACpB,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC;QACrB,IAAI,IAAI,GAAG,CAAC,CAAC;QACb,IAAI,OAAO,GAAG,CAAC,CAAC;QAChB,IAAI,YAAY,GAAG,CAAC,CAAC;QACrB,UAAU;QACV,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjC,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,CAAC;gBACd,SAAS;YACb,CAAC;YAED,YAAY,EAAE,CAAC;YACf,KAAK,CAAC,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;YACpC,MAAM,UAAU,GAAG,KAAK,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC,WAAW,CAAC,UAAU,CAAC;YACvE,gCAAgC;YAChC,MAAM,WAAW,GAAG,KAAK,CAAC,IAAI,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;YACrD,KAAK,MAAM,UAAU,IAAI,WAAW,EAAE,CAAC;gBACnC,UAAU,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;gBACpC,MAAM,MAAM,GAAG,UAA0B,CAAC;gBAC1C,IAAI,OAAO,MAAM,CAAC,eAAe,KAAK,UAAU,EAAE,CAAC;oBAC/C,MAAM,eAAe,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC,WAAW,CAAC,UAAU,CAAC;oBACxE,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,CAAC,CAAC;oBACzD,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,CAAC,CAAC;oBACzD,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,CAAC,CAAC;gBAC7D,CAAC;YACL,CAAC;YAED,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YAC9D,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,WAAW,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;QACpE,CAAC;QAED,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;QACnC,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;QAEpC,UAAU;QACV,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;YACrB,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC;YACxB,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC;QACnD,CAAC;aAAM,CAAC;YACJ,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC;YAClB,OAAO,GAAG,IAAI,CAAC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC;QACnD,CAAC;QAED,MAAM,YAAY,GAAG,OAAO,GAAG,GAAG,GAAG,IAAI,CAAC,UAAU,CAAC;QACrD,MAAM,YAAY,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,CAAC,WAAW,CAAC;QACnD,MAAM,QAAQ,GAAG,EAAE,CAAC;QACpB,IAAI,WAAW,GAAG,CAAC,CAAC;QAEpB,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;YACrB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;oBAC/B,QAAQ,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,YAAY,GAAG,IAAI,CAAC,UAAU,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,YAAY,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;oBACpJ,WAAW,EAAE,CAAC;oBACd,IAAI,WAAW,GAAG,YAAY,EAAE,CAAC;wBAC7B,MAAM;oBACV,CAAC;gBACL,CAAC;YACL,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC/B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC;oBAC5B,QAAQ,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,YAAY,GAAG,IAAI,CAAC,UAAU,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,YAAY,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;oBACpJ,WAAW,EAAE,CAAC;oBACd,IAAI,WAAW,GAAG,YAAY,EAAE,CAAC;wBAC7B,MAAM;oBACV,CAAC;gBACL,CAAC;YACL,CAAC;QACL,CAAC;QAED,WAAW,GAAG,CAAC,CAAC;QAChB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjC,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,CAAC;gBACd,SAAS;YACb,CAAC;YAED,IAAI,CAAC,YAAY,CAAC,KAAK,EAAE,QAAQ,CAAC,WAAW,CAAC,CAAC,CAAC;YAEhD,WAAW,EAAE,CAAC;QAClB,CAAC;QAED,IAAI,CAAC,gBAAgB,EAAE,CAAC;IAC5B,CAAC;IAKD,iFAAiF;IACvE,gBAAgB,KAAI,CAAC;CAClC","sourcesContent":["import { Tools } from \"core/Misc/tools\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { int } from \"core/types\";\r\n\r\nimport { Container3D } from \"./container3D\";\r\nimport type { Control3D } from \"./control3D\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\n\r\n/**\r\n * Abstract class used to create a container panel deployed on the surface of a volume\r\n */\r\nexport abstract class VolumeBasedPanel extends Container3D {\r\n private _columns = 10;\r\n private _rows = 0;\r\n private _rowThenColum = true;\r\n\r\n private _orientation = Container3D.FACEORIGIN_ORIENTATION;\r\n\r\n protected _cellWidth: number;\r\n protected _cellHeight: number;\r\n\r\n /**\r\n * Gets or sets the distance between elements\r\n */\r\n public margin = 0;\r\n\r\n /**\r\n * Gets or sets the orientation to apply to all controls (BABYLON.Container3D.FaceOriginReversedOrientation by default)\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | UNSET_ORIENTATION | Control rotation will remain unchanged |\r\n * | 1 | FACEORIGIN_ORIENTATION | Control will rotate to make it look at sphere central axis |\r\n * | 2 | FACEORIGINREVERSED_ORIENTATION | Control will rotate to make it look back at sphere central axis |\r\n * | 3 | FACEFORWARD_ORIENTATION | Control will rotate to look at z axis (0, 0, 1) |\r\n * | 4 | FACEFORWARDREVERSED_ORIENTATION | Control will rotate to look at negative z axis (0, 0, -1) |\r\n */\r\n public get orientation(): number {\r\n return this._orientation;\r\n }\r\n\r\n public set orientation(value: number) {\r\n if (this._orientation === value) {\r\n return;\r\n }\r\n\r\n this._orientation = value;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets the number of columns requested (10 by default).\r\n * The panel will automatically compute the number of rows based on number of child controls.\r\n */\r\n public get columns(): int {\r\n return this._columns;\r\n }\r\n\r\n public set columns(value: int) {\r\n if (this._columns === value) {\r\n return;\r\n }\r\n\r\n this._columns = value;\r\n this._rowThenColum = true;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets a the number of rows requested.\r\n * The panel will automatically compute the number of columns based on number of child controls.\r\n */\r\n public get rows(): int {\r\n return this._rows;\r\n }\r\n\r\n public set rows(value: int) {\r\n if (this._rows === value) {\r\n return;\r\n }\r\n\r\n this._rows = value;\r\n this._rowThenColum = false;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Creates new VolumeBasedPanel\r\n * @param name\r\n */\r\n public constructor(name?: string) {\r\n super(name);\r\n }\r\n\r\n protected override _arrangeChildren() {\r\n this._cellWidth = 0;\r\n this._cellHeight = 0;\r\n let rows = 0;\r\n let columns = 0;\r\n let controlCount = 0;\r\n // Measure\r\n for (const child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n controlCount++;\r\n child.mesh.computeWorldMatrix(true);\r\n const extendSize = child.mesh.getBoundingInfo().boundingBox.extendSize;\r\n // to be safe, check descendants\r\n const descendants = child.mesh.getDescendants(false);\r\n for (const descendant of descendants) {\r\n descendant.computeWorldMatrix(true);\r\n const casted = descendant as AbstractMesh;\r\n if (typeof casted.getBoundingInfo === \"function\") {\r\n const extendSizeChild = casted.getBoundingInfo().boundingBox.extendSize;\r\n extendSize.x = Math.max(extendSize.x, extendSizeChild.x);\r\n extendSize.y = Math.max(extendSize.y, extendSizeChild.y);\r\n extendSize.z = Math.max(extendSize.z, extendSizeChild.z);\r\n }\r\n }\r\n\r\n this._cellWidth = Math.max(this._cellWidth, extendSize.x * 2);\r\n this._cellHeight = Math.max(this._cellHeight, extendSize.y * 2);\r\n }\r\n\r\n this._cellWidth += this.margin * 2;\r\n this._cellHeight += this.margin * 2;\r\n\r\n // Arrange\r\n if (this._rowThenColum) {\r\n columns = this._columns;\r\n rows = Math.ceil(controlCount / this._columns);\r\n } else {\r\n rows = this._rows;\r\n columns = Math.ceil(controlCount / this._rows);\r\n }\r\n\r\n const startOffsetX = columns * 0.5 * this._cellWidth;\r\n const startOffsetY = rows * 0.5 * this._cellHeight;\r\n const nodeGrid = [];\r\n let cellCounter = 0;\r\n\r\n if (this._rowThenColum) {\r\n for (let r = 0; r < rows; r++) {\r\n for (let c = 0; c < columns; c++) {\r\n nodeGrid.push(new Vector3(c * this._cellWidth - startOffsetX + this._cellWidth / 2, r * this._cellHeight - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n } else {\r\n for (let c = 0; c < columns; c++) {\r\n for (let r = 0; r < rows; r++) {\r\n nodeGrid.push(new Vector3(c * this._cellWidth - startOffsetX + this._cellWidth / 2, r * this._cellHeight - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n cellCounter = 0;\r\n for (const child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n this._mapGridNode(child, nodeGrid[cellCounter]);\r\n\r\n cellCounter++;\r\n }\r\n\r\n this._finalProcessing();\r\n }\r\n\r\n /** Child classes must implement this function to provide correct control positioning */\r\n protected abstract _mapGridNode(control: Control3D, nodePosition: Vector3): void;\r\n\r\n /** Child classes can implement this function to provide additional processing */\r\n protected _finalProcessing() {}\r\n}\r\n"]}
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{ Tools } from \"core/Misc/tools\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { int } from \"core/types\";\r\n\r\nimport { Container3D } from \"./container3D\";\r\nimport type { Control3D } from \"./control3D\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\n\r\n/**\r\n * Abstract class used to create a container panel deployed on the surface of a volume\r\n */\r\nexport abstract class VolumeBasedPanel extends Container3D {\r\n private _columns = 10;\r\n private _rows = 0;\r\n private _rowThenColum = true;\r\n\r\n private _orientation = Container3D.FACEORIGIN_ORIENTATION;\r\n\r\n protected _cellWidth: number;\r\n protected _cellHeight: number;\r\n\r\n /**\r\n * Gets or sets the distance between elements\r\n */\r\n public margin = 0;\r\n\r\n /**\r\n * Gets or sets the orientation to apply to all controls (BABYLON.Container3D.FaceOriginReversedOrientation by default)\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | UNSET_ORIENTATION | Control rotation will remain unchanged |\r\n * | 1 | FACEORIGIN_ORIENTATION | Control will rotate to make it look at sphere central axis |\r\n * | 2 | FACEORIGINREVERSED_ORIENTATION | Control will rotate to make it look back at sphere central axis |\r\n * | 3 | FACEFORWARD_ORIENTATION | Control will rotate to look at z axis (0, 0, 1) |\r\n * | 4 | FACEFORWARDREVERSED_ORIENTATION | Control will rotate to look at negative z axis (0, 0, -1) |\r\n */\r\n public get orientation(): number {\r\n return this._orientation;\r\n }\r\n\r\n public set orientation(value: number) {\r\n if (this._orientation === value) {\r\n return;\r\n }\r\n\r\n this._orientation = value;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets the number of columns requested (10 by default).\r\n * The panel will automatically compute the number of rows based on number of child controls.\r\n */\r\n public get columns(): int {\r\n return this._columns;\r\n }\r\n\r\n public set columns(value: int) {\r\n if (this._columns === value) {\r\n return;\r\n }\r\n\r\n this._columns = value;\r\n this._rowThenColum = true;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets a the number of rows requested.\r\n * The panel will automatically compute the number of columns based on number of child controls.\r\n */\r\n public get rows(): int {\r\n return this._rows;\r\n }\r\n\r\n public set rows(value: int) {\r\n if (this._rows === value) {\r\n return;\r\n }\r\n\r\n this._rows = value;\r\n this._rowThenColum = false;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Creates new VolumeBasedPanel\r\n * @param name\r\n */\r\n public constructor(name?: string) {\r\n super(name);\r\n }\r\n\r\n protected override _arrangeChildren() {\r\n this._cellWidth = 0;\r\n this._cellHeight = 0;\r\n let rows: number;\r\n let columns: number;\r\n let controlCount = 0;\r\n // Measure\r\n for (const child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n controlCount++;\r\n child.mesh.computeWorldMatrix(true);\r\n const extendSize = child.mesh.getBoundingInfo().boundingBox.extendSize;\r\n // to be safe, check descendants\r\n const descendants = child.mesh.getDescendants(false);\r\n for (const descendant of descendants) {\r\n descendant.computeWorldMatrix(true);\r\n const casted = descendant as AbstractMesh;\r\n if (typeof casted.getBoundingInfo === \"function\") {\r\n const extendSizeChild = casted.getBoundingInfo().boundingBox.extendSize;\r\n extendSize.x = Math.max(extendSize.x, extendSizeChild.x);\r\n extendSize.y = Math.max(extendSize.y, extendSizeChild.y);\r\n extendSize.z = Math.max(extendSize.z, extendSizeChild.z);\r\n }\r\n }\r\n\r\n this._cellWidth = Math.max(this._cellWidth, extendSize.x * 2);\r\n this._cellHeight = Math.max(this._cellHeight, extendSize.y * 2);\r\n }\r\n\r\n this._cellWidth += this.margin * 2;\r\n this._cellHeight += this.margin * 2;\r\n\r\n // Arrange\r\n if (this._rowThenColum) {\r\n columns = this._columns;\r\n rows = Math.ceil(controlCount / this._columns);\r\n } else {\r\n rows = this._rows;\r\n columns = Math.ceil(controlCount / this._rows);\r\n }\r\n\r\n const startOffsetX = columns * 0.5 * this._cellWidth;\r\n const startOffsetY = rows * 0.5 * this._cellHeight;\r\n const nodeGrid = [];\r\n let cellCounter = 0;\r\n\r\n if (this._rowThenColum) {\r\n for (let r = 0; r < rows; r++) {\r\n for (let c = 0; c < columns; c++) {\r\n nodeGrid.push(new Vector3(c * this._cellWidth - startOffsetX + this._cellWidth / 2, r * this._cellHeight - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n } else {\r\n for (let c = 0; c < columns; c++) {\r\n for (let r = 0; r < rows; r++) {\r\n nodeGrid.push(new Vector3(c * this._cellWidth - startOffsetX + this._cellWidth / 2, r * this._cellHeight - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n cellCounter = 0;\r\n for (const child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n this._mapGridNode(child, nodeGrid[cellCounter]);\r\n\r\n cellCounter++;\r\n }\r\n\r\n this._finalProcessing();\r\n }\r\n\r\n /** Child classes must implement this function to provide correct control positioning */\r\n protected abstract _mapGridNode(control: Control3D, nodePosition: Vector3): void;\r\n\r\n /** Child classes can implement this function to provide additional processing */\r\n protected _finalProcessing() {}\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/gui",
3
- "version": "8.54.1",
3
+ "version": "8.54.2",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -18,7 +18,7 @@
18
18
  "postcompile": "build-tools -c add-js-to-es6"
19
19
  },
20
20
  "devDependencies": {
21
- "@babylonjs/core": "8.54.1",
21
+ "@babylonjs/core": "8.54.2",
22
22
  "@dev/build-tools": "^1.0.0",
23
23
  "@lts/gui": "1.0.0"
24
24
  },