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Better naming

David Catuhe 7 år sedan
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379045380f
2 ändrade filer med 33 tillägg och 33 borttagningar
  1. 31 31
      dist/preview release/babylon.d.ts
  2. 2 2
      src/Collisions/babylon.collisionCoordinator.ts

+ 31 - 31
dist/preview release/babylon.d.ts

@@ -3668,7 +3668,7 @@ declare module BABYLON {
         init(scene: Scene): void;
         destroy(): void;
         onMeshAdded(mesh: AbstractMesh): void;
-        onMeshUpdated: (mesh: TransformNode) => void;
+        onMeshUpdated: (transformNode: TransformNode) => void;
         onMeshRemoved(mesh: AbstractMesh): void;
         onGeometryAdded(geometry: Geometry): void;
         onGeometryUpdated: (geometry: Geometry) => void;
@@ -14731,36 +14731,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class ReflectionProbe {
-        name: string;
-        private _scene;
-        private _renderTargetTexture;
-        private _projectionMatrix;
-        private _viewMatrix;
-        private _target;
-        private _add;
-        private _attachedMesh;
-        invertYAxis: boolean;
-        position: Vector3;
-        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
-        samples: number;
-        refreshRate: number;
-        getScene(): Scene;
-        readonly cubeTexture: RenderTargetTexture;
-        readonly renderList: Nullable<AbstractMesh[]>;
-        attachToMesh(mesh: AbstractMesh): void;
-        /**
-         * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
-         *
-         * @param renderingGroupId The rendering group id corresponding to its index
-         * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
-         */
-        setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     class AnaglyphPostProcess extends PostProcess {
         private _passedProcess;
         constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
@@ -15288,6 +15258,36 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class ReflectionProbe {
+        name: string;
+        private _scene;
+        private _renderTargetTexture;
+        private _projectionMatrix;
+        private _viewMatrix;
+        private _target;
+        private _add;
+        private _attachedMesh;
+        invertYAxis: boolean;
+        position: Vector3;
+        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
+        samples: number;
+        refreshRate: number;
+        getScene(): Scene;
+        readonly cubeTexture: RenderTargetTexture;
+        readonly renderList: Nullable<AbstractMesh[]>;
+        attachToMesh(mesh: AbstractMesh): void;
+        /**
+         * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
+         *
+         * @param renderingGroupId The rendering group id corresponding to its index
+         * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
+         */
+        setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
     class BoundingBoxRenderer {
         frontColor: Color3;
         backColor: Color3;

+ 2 - 2
src/Collisions/babylon.collisionCoordinator.ts

@@ -240,8 +240,8 @@ module BABYLON {
             this.onMeshUpdated(mesh);
         }
 
-        public onMeshUpdated = (mesh: TransformNode) => {
-            this._addUpdateMeshesList[mesh.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(mesh as AbstractMesh);
+        public onMeshUpdated = (transformNode: TransformNode) => {
+            this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode as AbstractMesh);
         }
 
         public onMeshRemoved(mesh: AbstractMesh) {