babylonjs-loaders
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Comparing version 3.1.1 to 3.2.0-alpha0
@@ -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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