فهرست منبع

Fixing last merge

sebastien 6 سال پیش
والد
کامیت
0998903d3a

+ 3 - 3
src/Cameras/VR/vrExperienceHelper.ts

@@ -6,7 +6,7 @@ import { Scene, IDisposable } from "scene";
 import { Quaternion, Matrix, Vector3, Color3, Color4, Axis } from "Math";
 import { Gamepad, WebVRController, PoseEnabledController, Xbox360Pad, Xbox360Button, StickValues, PoseEnabledControllerType } from "Gamepad";
 import { IDisplayChangedEventArgs } from "Engine";
-import { Mesh, AbstractMesh } from "Mesh";
+import { Mesh, AbstractMesh, TransformNode } from "Mesh";
 import { PickingInfo } from "Collisions";
 import { Ray } from "Culling";
 import { StandardMaterial, ImageProcessingConfiguration, DynamicTexture } from "Materials";
@@ -891,11 +891,11 @@ import { Animation, SineEase, EasingFunction, CircleEase } from "Animations";
                 this._position = this._scene.activeCamera.position.clone();
 
                 if (this.vrDeviceOrientationCamera) {
-                    this.vrDeviceOrientationCamera.rotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
+                    this.vrDeviceOrientationCamera.rotation = Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
                 }
                 if (this.webVRCamera) {
                     var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;
-                    var desiredYRotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
+                    var desiredYRotation = Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
                     var delta = desiredYRotation - currentYRotation;
                     var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;
                     this.webVRCamera.rotationQuaternion = Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);

+ 1 - 1
src/Cameras/XR/webXRSessionManager.ts

@@ -1,4 +1,4 @@
-import { Observable } from "Tools";
+import { Observable, Tools } from "Tools";
 import { Nullable } from "types";
 import { IDisposable, Scene } from "scene";
 import { Vector3, Matrix } from "Math";

+ 1 - 1
src/Cameras/targetCamera.ts

@@ -2,7 +2,7 @@ import { serialize, serializeAsVector3, serializeAsMeshReference } from "Tools";
 import { Nullable } from "types";
 import { Camera } from "Cameras";
 import { Scene } from "scene";
-import { Quaternion, Matrix, Vector3, Vector2, Epsilon, Tmp } from "Math";
+import { Quaternion, Matrix, Vector3, Vector2, Epsilon, Tmp, Axis } from "Math";
     /**
      * A target camera takes a mesh or position as a target and continues to look at it while it moves.
      * This is the base of the follow, arc rotate cameras and Free camera

+ 1 - 1
src/Gamepad/Controllers/poseEnabledController.ts

@@ -4,7 +4,7 @@ import { WebVRFreeCamera, TargetCamera, PoseControlled, DevicePose } from "Camer
 import { Quaternion, Matrix, Vector3, Tmp } from "Math";
 import { Gamepad, ExtendedGamepadButton, OculusTouchController, WindowsMotionController, ViveController, GearVRController, DaydreamController, GenericController } from "Gamepad";
 import { Node } from "Node";
-import { AbstractMesh } from "Mesh";
+import { AbstractMesh, TransformNode } from "Mesh";
 import { Ray } from "Culling";
 import { _TimeToken } from "Instrumentation";
 import { _DepthCullingState, _StencilState, _AlphaState } from "States";

+ 1 - 1
src/Gamepad/Controllers/windowsMotionController.ts

@@ -4,7 +4,7 @@ import { Scene } from "scene";
 import { Quaternion, Vector3 } from "Math";
 import { WebVRController, PoseEnabledController, StickValues, PoseEnabledControllerType, ExtendedGamepadButton, GamepadButtonChanges, GenericController } from "Gamepad";
 import { Node } from "Node";
-import { Mesh, AbstractMesh } from "Mesh";
+import { Mesh, AbstractMesh, TransformNode } from "Mesh";
 import { Ray } from "Culling";
 import { _TimeToken } from "Instrumentation";
 import { SceneLoader } from "Loading";

+ 1 - 1
src/Mesh/abstractMesh.ts

@@ -5,7 +5,7 @@ import { Scene, IDisposable } from "scene";
 import { Quaternion, Matrix, Vector3, Color3, Color4, Plane, Tmp, Epsilon, Axis, Vector2 } from "Math";
 import { Engine } from "Engine";
 import { Node } from "Node";
-import { InstancedMesh, VertexBuffer, TransformNode, SubMesh, LinesMesh, IGetSetVerticesData, VertexData } from "Mesh";
+import { InstancedMesh, VertexBuffer, TransformNode, SubMesh, IGetSetVerticesData, VertexData } from "Mesh";
 import { PickingInfo, Collider, IntersectionInfo } from "Collisions";
 import { Ray, ICullable, BoundingInfo } from "Culling";
 import { Material, MaterialDefines } from "Materials";

+ 1 - 1
src/Mesh/subMesh.ts

@@ -2,7 +2,7 @@ import { Tools } from "Tools";
 import { Nullable, IndicesArray } from "types";
 import { Matrix, Vector3, Plane } from "Math";
 import { Engine } from "Engine";
-import { Mesh, AbstractMesh, InstancedMesh, VertexBuffer, LinesMesh } from "Mesh";
+import { Mesh, AbstractMesh, VertexBuffer, LinesMesh } from "Mesh";
 import { Collider, IntersectionInfo } from "Collisions";
 import { Ray, ICullable, BoundingInfo } from "Culling";
 import { Material, Effect, MaterialDefines, MultiMaterial } from "Materials";