@babylonjs/serializers 5.23.0 → 5.25.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +1 -1
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +1 -1
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +4 -5
- package/glTF/2.0/Extensions/KHR_lights_punctual.js +4 -5
- package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +2 -2
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +2 -2
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +1 -1
- package/glTF/2.0/Extensions/KHR_materials_ior.js +1 -1
- package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_iridescence.d.ts +2 -2
- package/glTF/2.0/Extensions/KHR_materials_iridescence.js +2 -2
- package/glTF/2.0/Extensions/KHR_materials_iridescence.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +2 -2
- package/glTF/2.0/Extensions/KHR_materials_sheen.js +2 -2
- package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +1 -1
- package/glTF/2.0/Extensions/KHR_materials_specular.js +1 -1
- package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +1 -1
- package/glTF/2.0/Extensions/KHR_materials_transmission.js +1 -1
- package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +2 -2
- package/glTF/2.0/Extensions/KHR_materials_unlit.js +2 -2
- package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +1 -1
- package/glTF/2.0/Extensions/KHR_materials_volume.js +1 -1
- package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +2 -2
- package/glTF/2.0/Extensions/KHR_texture_transform.js +2 -2
- package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
- package/glTF/2.0/glTFAnimation.d.ts +3 -3
- package/glTF/2.0/glTFAnimation.js +2 -2
- package/glTF/2.0/glTFAnimation.js.map +1 -1
- package/glTF/2.0/glTFExporter.d.ts +3 -5
- package/glTF/2.0/glTFExporter.js +3 -5
- package/glTF/2.0/glTFExporter.js.map +1 -1
- package/glTF/2.0/glTFExporterExtension.d.ts +2 -2
- package/glTF/2.0/glTFExporterExtension.js +1 -1
- package/glTF/2.0/glTFExporterExtension.js.map +1 -1
- package/glTF/2.0/glTFMaterialExporter.d.ts +2 -2
- package/glTF/2.0/glTFMaterialExporter.js +2 -2
- package/glTF/2.0/glTFMaterialExporter.js.map +1 -1
- package/glTF/2.0/glTFUtilities.d.ts +1 -1
- package/glTF/2.0/glTFUtilities.js +1 -1
- package/glTF/2.0/glTFUtilities.js.map +1 -1
- package/glTF/2.0/shaders/textureTransform.fragment.d.ts +1 -1
- package/glTF/2.0/shaders/textureTransform.fragment.js +1 -1
- package/glTF/2.0/shaders/textureTransform.fragment.js.map +1 -1
- package/glTF/glTFFileExporter.d.ts +2 -2
- package/glTF/glTFFileExporter.js +1 -1
- package/glTF/glTFFileExporter.js.map +1 -1
- package/package.json +3 -3
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type { IBufferView, AccessorComponentType, IAccessor } from \"babylonjs-gltf2interface\";\r\nimport { AccessorType } from \"babylonjs-gltf2interface\";\r\n\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport type { Vector4, Quaternion } from \"core/Maths/math.vector\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport class _GLTFUtilities {\r\n /**\r\n * Creates a buffer view based on the supplied arguments\r\n * @param bufferIndex index value of the specified buffer\r\n * @param byteOffset byte offset value\r\n * @param byteLength byte length of the bufferView\r\n * @param byteStride byte distance between conequential elements\r\n * @param name name of the buffer view\r\n * @returns bufferView for glTF\r\n */\r\n public static _CreateBufferView(bufferIndex: number, byteOffset: number, byteLength: number, byteStride?: number, name?: string): IBufferView {\r\n const bufferview: IBufferView = { buffer: bufferIndex, byteLength: byteLength };\r\n if (byteOffset) {\r\n bufferview.byteOffset = byteOffset;\r\n }\r\n if (name) {\r\n bufferview.name = name;\r\n }\r\n if (byteStride) {\r\n bufferview.byteStride = byteStride;\r\n }\r\n\r\n return bufferview;\r\n }\r\n\r\n /**\r\n * Creates an accessor based on the supplied arguments\r\n * @param bufferviewIndex The index of the bufferview referenced by this accessor\r\n * @param name The name of the accessor\r\n * @param type The type of the accessor\r\n * @param componentType The datatype of components in the attribute\r\n * @param count The number of attributes referenced by this accessor\r\n * @param byteOffset The offset relative to the start of the bufferView in bytes\r\n * @param min Minimum value of each component in this attribute\r\n * @param max Maximum value of each component in this attribute\r\n * @returns accessor for glTF\r\n */\r\n public static _CreateAccessor(\r\n bufferviewIndex: number,\r\n name: string,\r\n type: AccessorType,\r\n componentType: AccessorComponentType,\r\n count: number,\r\n byteOffset: Nullable<number>,\r\n min: Nullable<number[]>,\r\n max: Nullable<number[]>\r\n ): IAccessor {\r\n const accessor: IAccessor = { name: name, bufferView: bufferviewIndex, componentType: componentType, count: count, type: type };\r\n\r\n if (min != null) {\r\n accessor.min = min;\r\n }\r\n if (max != null) {\r\n accessor.max = max;\r\n }\r\n if (byteOffset != null) {\r\n accessor.byteOffset = byteOffset;\r\n }\r\n\r\n return accessor;\r\n }\r\n\r\n /**\r\n * Calculates the minimum and maximum values of an array of position floats\r\n * @param positions Positions array of a mesh\r\n * @param vertexStart Starting vertex offset to calculate min and max values\r\n * @param vertexCount Number of vertices to check for min and max values\r\n * @param convertToRightHandedSystem\r\n * @returns min number array and max number array\r\n */\r\n public static _CalculateMinMaxPositions(\r\n positions: FloatArray,\r\n vertexStart: number,\r\n vertexCount: number,\r\n convertToRightHandedSystem: boolean\r\n ): { min: number[]; max: number[] } {\r\n const min = [Infinity, Infinity, Infinity];\r\n const max = [-Infinity, -Infinity, -Infinity];\r\n const positionStrideSize = 3;\r\n let indexOffset: number;\r\n let position: Vector3;\r\n let vector: number[];\r\n\r\n if (vertexCount) {\r\n for (let i = vertexStart, length = vertexStart + vertexCount; i < length; ++i) {\r\n indexOffset = positionStrideSize * i;\r\n\r\n position = Vector3.FromArray(positions, indexOffset);\r\n if (convertToRightHandedSystem) {\r\n _GLTFUtilities._GetRightHandedPositionVector3FromRef(position);\r\n }\r\n vector = position.asArray();\r\n\r\n for (let j = 0; j < positionStrideSize; ++j) {\r\n const num = vector[j];\r\n if (num < min[j]) {\r\n min[j] = num;\r\n }\r\n if (num > max[j]) {\r\n max[j] = num;\r\n }\r\n ++indexOffset;\r\n }\r\n }\r\n }\r\n return { min, max };\r\n }\r\n\r\n /**\r\n * Converts a new right-handed Vector3\r\n * @param vector vector3 array\r\n * @returns right-handed Vector3\r\n */\r\n public static _GetRightHandedPositionVector3(vector: Vector3): Vector3 {\r\n return new Vector3(vector.x, vector.y, -vector.z);\r\n }\r\n\r\n /**\r\n * Converts a Vector3 to right-handed\r\n * @param vector Vector3 to convert to right-handed\r\n */\r\n public static _GetRightHandedPositionVector3FromRef(vector: Vector3) {\r\n vector.z *= -1;\r\n }\r\n\r\n /**\r\n * Converts a three element number array to right-handed\r\n * @param vector number array to convert to right-handed\r\n */\r\n public static _GetRightHandedPositionArray3FromRef(vector: number[]) {\r\n vector[2] *= -1;\r\n }\r\n\r\n /**\r\n * Converts a new right-handed Vector3\r\n * @param vector vector3 array\r\n * @returns right-handed Vector3\r\n */\r\n public static _GetRightHandedNormalVector3(vector: Vector3): Vector3 {\r\n return new Vector3(vector.x, vector.y, -vector.z);\r\n }\r\n\r\n /**\r\n * Converts a Vector3 to right-handed\r\n * @param vector Vector3 to convert to right-handed\r\n */\r\n public static _GetRightHandedNormalVector3FromRef(vector: Vector3) {\r\n vector.z *= -1;\r\n }\r\n\r\n /**\r\n * Converts a three element number array to right-handed\r\n * @param vector number array to convert to right-handed\r\n */\r\n public static _GetRightHandedNormalArray3FromRef(vector: number[]) {\r\n vector[2] *= -1;\r\n }\r\n\r\n /**\r\n * Converts a Vector4 to right-handed\r\n * @param vector Vector4 to convert to right-handed\r\n */\r\n public static _GetRightHandedVector4FromRef(vector: Vector4) {\r\n vector.z *= -1;\r\n vector.w *= -1;\r\n }\r\n\r\n /**\r\n * Converts a Vector4 to right-handed\r\n * @param vector Vector4 to convert to right-handed\r\n */\r\n public static _GetRightHandedArray4FromRef(vector: number[]) {\r\n vector[2] *= -1;\r\n vector[3] *= -1;\r\n }\r\n\r\n /**\r\n * Converts a Quaternion to right-handed\r\n * @param quaternion Source quaternion to convert to right-handed\r\n */\r\n public static _GetRightHandedQuaternionFromRef(quaternion: Quaternion) {\r\n quaternion.x *= -1;\r\n quaternion.y *= -1;\r\n }\r\n\r\n /**\r\n * Converts a Quaternion to right-handed\r\n * @param quaternion Source quaternion to convert to right-handed\r\n */\r\n public static _GetRightHandedQuaternionArrayFromRef(quaternion: number[]) {\r\n quaternion[0] *= -1;\r\n quaternion[1] *= -1;\r\n }\r\n\r\n public static _NormalizeTangentFromRef(tangent: Vector4) {\r\n const length = Math.sqrt(tangent.x * tangent.x + tangent.y * tangent.y + tangent.z * tangent.z);\r\n if (length > 0) {\r\n tangent.x /= length;\r\n tangent.y /= length;\r\n tangent.z /= length;\r\n }\r\n }\r\n\r\n public static _GetDataAccessorElementCount(accessorType: AccessorType) {\r\n switch (accessorType) {\r\n case AccessorType.MAT2:\r\n return 4;\r\n case AccessorType.MAT3:\r\n return 9;\r\n case AccessorType.MAT4:\r\n return 16;\r\n case AccessorType.SCALAR:\r\n return 1;\r\n case AccessorType.VEC2:\r\n return 2;\r\n case AccessorType.VEC3:\r\n return 3;\r\n case AccessorType.VEC4:\r\n return 4;\r\n }\r\n }\r\n}\r\n"]}
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type { IBufferView, AccessorComponentType, IAccessor } from \"babylonjs-gltf2interface\";\r\nimport { AccessorType } from \"babylonjs-gltf2interface\";\r\n\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport type { Vector4, Quaternion } from \"core/Maths/math.vector\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class _GLTFUtilities {\r\n /**\r\n * Creates a buffer view based on the supplied arguments\r\n * @param bufferIndex index value of the specified buffer\r\n * @param byteOffset byte offset value\r\n * @param byteLength byte length of the bufferView\r\n * @param byteStride byte distance between conequential elements\r\n * @param name name of the buffer view\r\n * @returns bufferView for glTF\r\n */\r\n public static _CreateBufferView(bufferIndex: number, byteOffset: number, byteLength: number, byteStride?: number, name?: string): IBufferView {\r\n const bufferview: IBufferView = { buffer: bufferIndex, byteLength: byteLength };\r\n if (byteOffset) {\r\n bufferview.byteOffset = byteOffset;\r\n }\r\n if (name) {\r\n bufferview.name = name;\r\n }\r\n if (byteStride) {\r\n bufferview.byteStride = byteStride;\r\n }\r\n\r\n return bufferview;\r\n }\r\n\r\n /**\r\n * Creates an accessor based on the supplied arguments\r\n * @param bufferviewIndex The index of the bufferview referenced by this accessor\r\n * @param name The name of the accessor\r\n * @param type The type of the accessor\r\n * @param componentType The datatype of components in the attribute\r\n * @param count The number of attributes referenced by this accessor\r\n * @param byteOffset The offset relative to the start of the bufferView in bytes\r\n * @param min Minimum value of each component in this attribute\r\n * @param max Maximum value of each component in this attribute\r\n * @returns accessor for glTF\r\n */\r\n public static _CreateAccessor(\r\n bufferviewIndex: number,\r\n name: string,\r\n type: AccessorType,\r\n componentType: AccessorComponentType,\r\n count: number,\r\n byteOffset: Nullable<number>,\r\n min: Nullable<number[]>,\r\n max: Nullable<number[]>\r\n ): IAccessor {\r\n const accessor: IAccessor = { name: name, bufferView: bufferviewIndex, componentType: componentType, count: count, type: type };\r\n\r\n if (min != null) {\r\n accessor.min = min;\r\n }\r\n if (max != null) {\r\n accessor.max = max;\r\n }\r\n if (byteOffset != null) {\r\n accessor.byteOffset = byteOffset;\r\n }\r\n\r\n return accessor;\r\n }\r\n\r\n /**\r\n * Calculates the minimum and maximum values of an array of position floats\r\n * @param positions Positions array of a mesh\r\n * @param vertexStart Starting vertex offset to calculate min and max values\r\n * @param vertexCount Number of vertices to check for min and max values\r\n * @param convertToRightHandedSystem\r\n * @returns min number array and max number array\r\n */\r\n public static _CalculateMinMaxPositions(\r\n positions: FloatArray,\r\n vertexStart: number,\r\n vertexCount: number,\r\n convertToRightHandedSystem: boolean\r\n ): { min: number[]; max: number[] } {\r\n const min = [Infinity, Infinity, Infinity];\r\n const max = [-Infinity, -Infinity, -Infinity];\r\n const positionStrideSize = 3;\r\n let indexOffset: number;\r\n let position: Vector3;\r\n let vector: number[];\r\n\r\n if (vertexCount) {\r\n for (let i = vertexStart, length = vertexStart + vertexCount; i < length; ++i) {\r\n indexOffset = positionStrideSize * i;\r\n\r\n position = Vector3.FromArray(positions, indexOffset);\r\n if (convertToRightHandedSystem) {\r\n _GLTFUtilities._GetRightHandedPositionVector3FromRef(position);\r\n }\r\n vector = position.asArray();\r\n\r\n for (let j = 0; j < positionStrideSize; ++j) {\r\n const num = vector[j];\r\n if (num < min[j]) {\r\n min[j] = num;\r\n }\r\n if (num > max[j]) {\r\n max[j] = num;\r\n }\r\n ++indexOffset;\r\n }\r\n }\r\n }\r\n return { min, max };\r\n }\r\n\r\n /**\r\n * Converts a new right-handed Vector3\r\n * @param vector vector3 array\r\n * @returns right-handed Vector3\r\n */\r\n public static _GetRightHandedPositionVector3(vector: Vector3): Vector3 {\r\n return new Vector3(vector.x, vector.y, -vector.z);\r\n }\r\n\r\n /**\r\n * Converts a Vector3 to right-handed\r\n * @param vector Vector3 to convert to right-handed\r\n */\r\n public static _GetRightHandedPositionVector3FromRef(vector: Vector3) {\r\n vector.z *= -1;\r\n }\r\n\r\n /**\r\n * Converts a three element number array to right-handed\r\n * @param vector number array to convert to right-handed\r\n */\r\n public static _GetRightHandedPositionArray3FromRef(vector: number[]) {\r\n vector[2] *= -1;\r\n }\r\n\r\n /**\r\n * Converts a new right-handed Vector3\r\n * @param vector vector3 array\r\n * @returns right-handed Vector3\r\n */\r\n public static _GetRightHandedNormalVector3(vector: Vector3): Vector3 {\r\n return new Vector3(vector.x, vector.y, -vector.z);\r\n }\r\n\r\n /**\r\n * Converts a Vector3 to right-handed\r\n * @param vector Vector3 to convert to right-handed\r\n */\r\n public static _GetRightHandedNormalVector3FromRef(vector: Vector3) {\r\n vector.z *= -1;\r\n }\r\n\r\n /**\r\n * Converts a three element number array to right-handed\r\n * @param vector number array to convert to right-handed\r\n */\r\n public static _GetRightHandedNormalArray3FromRef(vector: number[]) {\r\n vector[2] *= -1;\r\n }\r\n\r\n /**\r\n * Converts a Vector4 to right-handed\r\n * @param vector Vector4 to convert to right-handed\r\n */\r\n public static _GetRightHandedVector4FromRef(vector: Vector4) {\r\n vector.z *= -1;\r\n vector.w *= -1;\r\n }\r\n\r\n /**\r\n * Converts a Vector4 to right-handed\r\n * @param vector Vector4 to convert to right-handed\r\n */\r\n public static _GetRightHandedArray4FromRef(vector: number[]) {\r\n vector[2] *= -1;\r\n vector[3] *= -1;\r\n }\r\n\r\n /**\r\n * Converts a Quaternion to right-handed\r\n * @param quaternion Source quaternion to convert to right-handed\r\n */\r\n public static _GetRightHandedQuaternionFromRef(quaternion: Quaternion) {\r\n quaternion.x *= -1;\r\n quaternion.y *= -1;\r\n }\r\n\r\n /**\r\n * Converts a Quaternion to right-handed\r\n * @param quaternion Source quaternion to convert to right-handed\r\n */\r\n public static _GetRightHandedQuaternionArrayFromRef(quaternion: number[]) {\r\n quaternion[0] *= -1;\r\n quaternion[1] *= -1;\r\n }\r\n\r\n public static _NormalizeTangentFromRef(tangent: Vector4) {\r\n const length = Math.sqrt(tangent.x * tangent.x + tangent.y * tangent.y + tangent.z * tangent.z);\r\n if (length > 0) {\r\n tangent.x /= length;\r\n tangent.y /= length;\r\n tangent.z /= length;\r\n }\r\n }\r\n\r\n public static _GetDataAccessorElementCount(accessorType: AccessorType) {\r\n switch (accessorType) {\r\n case AccessorType.MAT2:\r\n return 4;\r\n case AccessorType.MAT3:\r\n return 9;\r\n case AccessorType.MAT4:\r\n return 16;\r\n case AccessorType.SCALAR:\r\n return 1;\r\n case AccessorType.VEC2:\r\n return 2;\r\n case AccessorType.VEC3:\r\n return 3;\r\n case AccessorType.VEC4:\r\n return 4;\r\n }\r\n }\r\n}\r\n"]}
|
@@ -8,6 +8,6 @@ vec2 uvTransformed=(textureTransformMat*vec4(vUV.xy,1,1)).xy;gl_FragColor=textur
|
|
8
8
|
}`;
|
9
9
|
// Sideeffect
|
10
10
|
ShaderStore.ShadersStore[name] = shader;
|
11
|
-
/** @
|
11
|
+
/** @internal */
|
12
12
|
export const textureTransformPixelShader = { name, shader };
|
13
13
|
//# sourceMappingURL=textureTransform.fragment.js.map
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"textureTransform.fragment.js","sourceRoot":"","sources":["../../../../../../../lts/serializers/generated/glTF/2.0/shaders/textureTransform.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;EAIb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
|
1
|
+
{"version":3,"file":"textureTransform.fragment.js","sourceRoot":"","sources":["../../../../../../../lts/serializers/generated/glTF/2.0/shaders/textureTransform.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;EAIb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"textureTransformPixelShader\";\nconst shader = `precision highp float;varying vec2 vUV;uniform sampler2D textureSampler;uniform mat4 textureTransformMat;void main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec2 uvTransformed=(textureTransformMat*vec4(vUV.xy,1,1)).xy;gl_FragColor=texture2D(textureSampler,uvTransformed);\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const textureTransformPixelShader = { name, shader };\n"]}
|
package/glTF/glTFFileExporter.js
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"glTFFileExporter.js","sourceRoot":"","sources":["../../../../../lts/serializers/generated/glTF/glTFFileExporter.ts"],"names":[],"mappings":"AAAA,
|
1
|
+
{"version":3,"file":"glTFFileExporter.js","sourceRoot":"","sources":["../../../../../lts/serializers/generated/glTF/glTFFileExporter.ts"],"names":[],"mappings":"AAAA,gBAAgB;AAChB,wEAAwE;AACxE,MAAM,CAAC,IAAI,wBAAwB,GAAG,CAAC,CAAC,CAAC,uCAAuC","sourcesContent":["/** @internal */\r\n// eslint-disable-next-line no-var, @typescript-eslint/naming-convention\r\nexport var __IGLTFExporterExtension = 0; // I am here to allow dts to be created\r\n\r\n/**\r\n * Interface for extending the exporter\r\n * @internal\r\n */\r\nexport interface IGLTFExporterExtension {\r\n /**\r\n * The name of this extension\r\n */\r\n readonly name: string;\r\n /**\r\n * Defines whether this extension is enabled\r\n */\r\n enabled: boolean;\r\n\r\n /**\r\n * Defines whether this extension is required\r\n */\r\n required: boolean;\r\n}\r\n"]}
|
package/package.json
CHANGED
@@ -1,6 +1,6 @@
|
|
1
1
|
{
|
2
2
|
"name": "@babylonjs/serializers",
|
3
|
-
"version": "5.
|
3
|
+
"version": "5.25.0",
|
4
4
|
"main": "index.js",
|
5
5
|
"module": "index.js",
|
6
6
|
"types": "index.d.ts",
|
@@ -19,10 +19,10 @@
|
|
19
19
|
"prepublishOnly": "build-tools -c prepare-es6-build"
|
20
20
|
},
|
21
21
|
"devDependencies": {
|
22
|
-
"@babylonjs/core": "^5.
|
22
|
+
"@babylonjs/core": "^5.25.0",
|
23
23
|
"@dev/build-tools": "^1.0.0",
|
24
24
|
"@lts/serializers": "^1.0.0",
|
25
|
-
"babylonjs-gltf2interface": "^5.
|
25
|
+
"babylonjs-gltf2interface": "^5.25.0",
|
26
26
|
"rimraf": "^3.0.2",
|
27
27
|
"typescript": "^4.4.4"
|
28
28
|
},
|