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add breaking change to whats new, use param? syntax

Trevor Baron 7 年之前
父节点
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08582aa884
共有 2 个文件被更改,包括 4 次插入3 次删除
  1. 1 0
      dist/preview release/what's new.md
  2. 3 3
      src/babylon.scene.ts

+ 1 - 0
dist/preview release/what's new.md

@@ -89,3 +89,4 @@
 - Removed the unused PostProcessRenderPass class and extended postProcessingRenderingEffect to support multiple PostProcesses ([trevordev](https://github.com/trevordev))
 - Removed the unused PostProcessRenderPass class and extended postProcessingRenderingEffect to support multiple PostProcesses ([trevordev](https://github.com/trevordev))
 - VertexData.merge no longer supports merging of data that do not have the same set of attributes. ([bghgary](https://github.com/bghgary)]
 - VertexData.merge no longer supports merging of data that do not have the same set of attributes. ([bghgary](https://github.com/bghgary)]
 - glTF 2.0 loader will now create a mesh for each primitive instead of merging the primitives together into one mesh. ([bghgary](https://github.com/bghgary)]
 - glTF 2.0 loader will now create a mesh for each primitive instead of merging the primitives together into one mesh. ([bghgary](https://github.com/bghgary)]
+- Engine's onCanvasPointerOutObservable will now return a PointerEvent instead of the Engine. ([trevordev](https://github.com/trevordev))

+ 3 - 3
src/babylon.scene.ts

@@ -1231,7 +1231,7 @@
          * @param pickResult pickingInfo of the object wished to simulate pointer event on
          * @param pickResult pickingInfo of the object wished to simulate pointer event on
          * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
          * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
          */
          */
-        public simulatePointerMove(pickResult: PickingInfo, pointerEventInit: PointerEventInit | undefined): Scene {
+        public simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene {
             let evt = new PointerEvent("pointermove", pointerEventInit);
             let evt = new PointerEvent("pointermove", pointerEventInit);
             return this._processPointerMove(pickResult, evt);
             return this._processPointerMove(pickResult, evt);
         }
         }
@@ -1298,7 +1298,7 @@
          * @param pickResult pickingInfo of the object wished to simulate pointer event on
          * @param pickResult pickingInfo of the object wished to simulate pointer event on
          * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
          * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
          */
          */
-        public simulatePointerDown(pickResult: PickingInfo, pointerEventInit: PointerEventInit | undefined): Scene {
+        public simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene {
             let evt = new PointerEvent("pointerdown", pointerEventInit);
             let evt = new PointerEvent("pointerdown", pointerEventInit);
 
 
             return this._processPointerDown(pickResult, evt);
             return this._processPointerDown(pickResult, evt);
@@ -1365,7 +1365,7 @@
          * @param pickResult pickingInfo of the object wished to simulate pointer event on
          * @param pickResult pickingInfo of the object wished to simulate pointer event on
          * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
          * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
          */
          */
-        public simulatePointerUp(pickResult: PickingInfo, pointerEventInit: PointerEventInit | undefined): Scene {
+        public simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene {
             let evt = new PointerEvent("pointerup", pointerEventInit);
             let evt = new PointerEvent("pointerup", pointerEventInit);
             let clickInfo = new ClickInfo();
             let clickInfo = new ClickInfo();
             clickInfo.singleClick = true;
             clickInfo.singleClick = true;