babylonjs-loaders 7.22.3 → 7.22.5

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@@ -143,7 +143,7 @@ declare module BABYLON {
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  /**
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  * Raised when the asset has been parsed
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  */
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- abstract onParsed?: (loaderData: IGLTFLoaderData) => void;
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+ abstract onParsed?: ((loaderData: IGLTFLoaderData) => void) | undefined;
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  /**
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  * The coordinate system mode. Defaults to AUTO.
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  */
@@ -237,24 +237,24 @@ declare module BABYLON {
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  * Callback raised when the loader creates a mesh after parsing the glTF properties of the mesh.
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  * Note that the callback is called as soon as the mesh object is created, meaning some data may not have been setup yet for this mesh (vertex data, morph targets, material, ...)
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  */
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- abstract onMeshLoaded?: (mesh: AbstractMesh) => void;
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+ abstract onMeshLoaded?: ((mesh: AbstractMesh) => void) | undefined;
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  /**
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  * Callback raised when the loader creates a skin after parsing the glTF properties of the skin node.
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  * @see https://doc.babylonjs.com/features/featuresDeepDive/importers/glTF/glTFSkinning#ignoring-the-transform-of-the-skinned-mesh
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  */
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- abstract onSkinLoaded?: (node: TransformNode, skinnedNode: TransformNode) => void;
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+ abstract onSkinLoaded?: ((node: TransformNode, skinnedNode: TransformNode) => void) | undefined;
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  /**
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  * Callback raised when the loader creates a texture after parsing the glTF properties of the texture.
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  */
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- abstract onTextureLoaded?: (texture: BaseTexture) => void;
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+ abstract onTextureLoaded?: ((texture: BaseTexture) => void) | undefined;
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  /**
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  * Callback raised when the loader creates a material after parsing the glTF properties of the material.
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  */
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- abstract onMaterialLoaded?: (material: Material) => void;
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+ abstract onMaterialLoaded?: ((material: Material) => void) | undefined;
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  /**
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  * Callback raised when the loader creates a camera after parsing the glTF properties of the camera.
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  */
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- abstract onCameraLoaded?: (camera: Camera) => void;
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+ abstract onCameraLoaded?: ((camera: Camera) => void) | undefined;
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  /**
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  * Defines options for glTF extensions.
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  */