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Add <reference> tags so that you can use the "Combine files" features of the typescript compiler. The goal was to generate proper mapping files for debugging.

Nicolas Coderre 8 年之前
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21e3d99372

+ 3 - 1
src/Bones/babylon.bone.ts

@@ -1,4 +1,6 @@
-module BABYLON {
+/// <reference path="..\babylon.node.ts" />
+
+module BABYLON {
     export class Bone extends Node {
         public children = new Array<Bone>();
         public animations = new Array<Animation>();

+ 4 - 1
src/Cameras/babylon.arcRotateCamera.ts

@@ -1,4 +1,7 @@
-module BABYLON {
+/// <reference path="babylon.targetCamera.ts" />
+/// <reference path="..\Tools\babylon.tools.ts" />
+
+module BABYLON {
     export class ArcRotateCamera extends TargetCamera {
         @serialize()
         public alpha: number;

+ 2 - 0
src/Cameras/babylon.arcRotateCameraInputsManager.ts

@@ -1,3 +1,5 @@
+/// <reference path="..\Cameras\babylon.cameraInputsManager.ts" />
+
 module BABYLON {
     export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
         constructor(camera: ArcRotateCamera) {

+ 2 - 0
src/Cameras/babylon.deviceOrientationCamera.ts

@@ -1,3 +1,5 @@
+/// <reference path="babylon.freeCamera.ts" />
+
 module BABYLON {
     // We're mainly based on the logic defined into the FreeCamera code
     export class DeviceOrientationCamera extends FreeCamera {

+ 3 - 1
src/Cameras/babylon.followCamera.ts

@@ -1,4 +1,6 @@
-module BABYLON {
+/// <reference path="babylon.targetCamera.ts" />
+
+module BABYLON {
     export class FollowCamera extends TargetCamera {
         @serialize()
         public radius: number = 12;

+ 2 - 0
src/Cameras/babylon.gamepadCamera.ts

@@ -1,3 +1,5 @@
+/// <reference path="babylon.universalCamera.ts" />
+
 module BABYLON {
     // We're mainly based on the logic defined into the FreeCamera code
     export class GamepadCamera extends UniversalCamera {

+ 6 - 1
src/Cameras/babylon.stereoscopicCameras.ts

@@ -1,4 +1,9 @@
-module BABYLON {
+/// <reference path="babylon.freeCamera.ts" />
+/// <reference path="babylon.arcRotateCamera.ts" />
+/// <reference path="babylon.gamepadCamera.ts" />
+/// <reference path="babylon.universalCamera.ts" />
+
+module BABYLON {
     export class AnaglyphFreeCamera extends FreeCamera {
         constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene) {
             super(name, position, scene);

+ 3 - 1
src/Cameras/babylon.targetCamera.ts

@@ -1,4 +1,6 @@
-module BABYLON {
+/// <reference path="babylon.camera.ts" />
+
+module BABYLON {
     export class TargetCamera extends Camera {
 
         public cameraDirection = new Vector3(0, 0, 0);

+ 2 - 0
src/Cameras/babylon.touchCamera.ts

@@ -1,3 +1,5 @@
+/// <reference path="babylon.freeCamera.ts" />
+
 module BABYLON {
     // We're mainly based on the logic defined into the FreeCamera code
     export class TouchCamera extends FreeCamera {

+ 2 - 0
src/Cameras/babylon.universalCamera.ts

@@ -1,3 +1,5 @@
+/// <reference path="babylon.touchCamera.ts" />
+
 module BABYLON {
     // We're mainly based on the logic defined into the FreeCamera code
     export class UniversalCamera extends TouchCamera {

+ 4 - 1
src/Layer/babylon.highlightlayer.ts

@@ -1,4 +1,7 @@
-module BABYLON {
+/// <reference path="..\PostProcess\babylon.postProcess.ts" />
+/// <reference path="..\Math\babylon.math.ts" />
+
+module BABYLON {
     /**
      * Special Glow Blur post process only blurring the alpha channel
      * It enforces keeping the most luminous color in the color channel.

+ 3 - 1
src/Lights/babylon.directionalLight.ts

@@ -1,4 +1,6 @@
-module BABYLON {
+/// <reference path="babylon.light.ts" />
+
+module BABYLON {
     export class DirectionalLight extends Light implements IShadowLight {
         @serializeAsVector3()
         public position: Vector3;

+ 3 - 1
src/Materials/Textures/Procedurals/babylon.customProceduralTexture.ts

@@ -1,4 +1,6 @@
-module BABYLON {
+/// <reference path="babylon.proceduralTexture.ts" />
+
+module BABYLON {
     export class CustomProceduralTexture extends ProceduralTexture {
         private _animate: boolean = true;
         private _time: number = 0;

+ 3 - 1
src/Materials/Textures/babylon.dynamicTexture.ts

@@ -1,4 +1,6 @@
-module BABYLON {
+/// <reference path="babylon.texture.ts" />
+
+module BABYLON {
     export class DynamicTexture extends Texture {
         private _generateMipMaps: boolean;
         private _canvas: HTMLCanvasElement;

+ 3 - 1
src/Materials/Textures/babylon.mirrorTexture.ts

@@ -1,4 +1,6 @@
-module BABYLON {
+/// <reference path="babylon.renderTargetTexture.ts" />
+
+module BABYLON {
     export class MirrorTexture extends RenderTargetTexture {
         public mirrorPlane = new Plane(0, 1, 0, 1);
 

+ 3 - 1
src/Materials/Textures/babylon.refractionTexture.ts

@@ -1,4 +1,6 @@
-module BABYLON {
+/// <reference path="babylon.renderTargetTexture.ts" />
+
+module BABYLON {
     /**
     * Creates a refraction texture used by refraction channel of the standard material.
     * @param name the texture name

+ 3 - 1
src/Mesh/babylon.groundMesh.ts

@@ -1,4 +1,6 @@
-module BABYLON {
+/// <reference path="babylon.mesh.ts" />
+
+module BABYLON {
     export class GroundMesh extends Mesh {
         public generateOctree = false;
 

+ 3 - 1
src/Mesh/babylon.linesMesh.ts

@@ -1,4 +1,6 @@
-module BABYLON {
+/// <reference path="babylon.mesh.ts" />
+
+module BABYLON {
     export class LinesMesh extends Mesh {
         public color = new Color3(1, 1, 1);
         public alpha = 1;

+ 2 - 0
src/Mesh/babylon.polygonMesh.ts

@@ -1,3 +1,5 @@
+/// <reference path="..\Math\babylon.math.ts" />
+
 module BABYLON {
     class IndexedVector2 extends Vector2 {
         constructor(original: Vector2, public index: number) {

+ 3 - 1
src/PostProcess/babylon.hdrRenderingPipeline.ts

@@ -1,4 +1,6 @@
-module BABYLON {
+/// <reference path="RenderPipeline\babylon.postProcessRenderPipeline.ts" />
+
+module BABYLON {
     export class HDRRenderingPipeline extends PostProcessRenderPipeline implements IDisposable {
 
         /**

+ 3 - 1
src/PostProcess/babylon.standardRenderingPipeline.ts

@@ -1,4 +1,6 @@
-module BABYLON {
+/// <reference path="RenderPipeline\babylon.postProcessRenderPipeline.ts" />
+
+module BABYLON {
     export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
         /**
         * Public members

+ 3 - 1
src/babylon.node.ts

@@ -1,4 +1,6 @@
-module BABYLON {
+/// <reference path="Tools\babylon.decorators.ts" />
+
+module BABYLON {
 
     /**
      * Node is the basic class for all scene objects (Mesh, Light Camera).