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babylonjs-loaders

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babylonjs-loaders - npm Package Compare versions

Comparing version 3.1.1 to 3.2.0-alpha0

27

babylonjs.loaders.module.d.ts

@@ -130,4 +130,4 @@ /// <reference types="babylonjs"/>

interface IGLTFLoader extends IDisposable {
importMeshAsync: (meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void) => void;
loadAsync: (scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: () => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void) => void;
importMeshAsync: (meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress?: (event: SceneLoaderProgressEvent) => void, onError?: (message: string, exception?: any) => void) => void;
loadAsync: (scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: () => void, onProgress?: (event: SceneLoaderProgressEvent) => void, onError?: (message: string, exception?: any) => void) => void;
}

@@ -190,4 +190,4 @@ class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {

dispose(): void;
importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void): void;
loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: () => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void): void;
importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress?: (event: SceneLoaderProgressEvent) => void, onError?: (message: string, exception?: any) => void): void;
loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess?: () => void, onProgress?: (event: SceneLoaderProgressEvent) => void, onError?: (message: string, exception?: any) => void): void;
canDirectLoad(data: string): boolean;

@@ -601,4 +601,4 @@ rewriteRootURL: (rootUrl: string, responseURL?: string) => string;

dispose(): void;
importMeshAsync(meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void): boolean;
loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: () => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void): void;
importMeshAsync(meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress: (event: SceneLoaderProgressEvent) => void, onError: (message: string) => void): boolean;
loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: () => void, onProgress: (event: SceneLoaderProgressEvent) => void, onError: (message: string) => void): void;
private _loadShadersAsync(gltfRuntime, onload);

@@ -1017,5 +1017,5 @@ private _loadBuffersAsync(gltfRuntime, onLoad, onProgress?);

private _rootNode;
private _successCallback;
private _progressCallback;
private _errorCallback;
private _successCallback?;
private _progressCallback?;
private _errorCallback?;
private _renderReady;

@@ -1031,10 +1031,7 @@ private _requests;

static RegisterExtension(extension: GLTFLoaderExtension): void;
private static _progressEventFactory;
private static _createProgressEventByConstructor(name, data);
private static _createProgressEventByDocument(name, data);
constructor(parent: GLTFFileLoader);
dispose(): void;
importMeshAsync(meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void): void;
loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: () => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void): void;
private _loadAsync(nodeNames, scene, data, rootUrl, onSuccess, onProgress, onError);
importMeshAsync(meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress?: (event: SceneLoaderProgressEvent) => void, onError?: (message: string, exception?: any) => void): void;
loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: () => void, onProgress?: (event: SceneLoaderProgressEvent) => void, onError?: (message: string, exception?: any) => void): void;
private _loadAsync(nodeNames, scene, data, rootUrl, onSuccess?, onProgress?, onError?);
private _onProgress();

@@ -1041,0 +1038,0 @@ _executeWhenRenderReady(func: () => void): void;

@@ -7,3 +7,3 @@ {

"description": "The Babylon.js file loaders library is an extension you can use to load different 3D file types into a Babylon scene.",
"version": "3.1.1",
"version": "3.2.0-alpha0",
"repository": {

@@ -10,0 +10,0 @@ "type": "git",

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