|
@@ -10,7 +10,7 @@ module BABYLON {
|
|
/**
|
|
/**
|
|
* Node of the mesh corrisponding to the direction the ray should be cast from the controller
|
|
* Node of the mesh corrisponding to the direction the ray should be cast from the controller
|
|
*/
|
|
*/
|
|
- public pointingPoseNode: AbstractMesh;
|
|
|
|
|
|
+ public pointingPoseNode: TransformNode;
|
|
/**
|
|
/**
|
|
* Map of the button meshes contained in the controller
|
|
* Map of the button meshes contained in the controller
|
|
*/
|
|
*/
|
|
@@ -32,7 +32,7 @@ module BABYLON {
|
|
/**
|
|
/**
|
|
* The mesh
|
|
* The mesh
|
|
*/
|
|
*/
|
|
- value: AbstractMesh;
|
|
|
|
|
|
+ value: TransformNode;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
/**
|
|
@@ -42,11 +42,11 @@ module BABYLON {
|
|
/**
|
|
/**
|
|
* The mesh that should be displayed when pressed
|
|
* The mesh that should be displayed when pressed
|
|
*/
|
|
*/
|
|
- pressed: AbstractMesh;
|
|
|
|
|
|
+ pressed: TransformNode;
|
|
/**
|
|
/**
|
|
* The mesh that should be displayed when not pressed
|
|
* The mesh that should be displayed when not pressed
|
|
*/
|
|
*/
|
|
- unpressed: AbstractMesh;
|
|
|
|
|
|
+ unpressed: TransformNode;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
/**
|
|
@@ -56,11 +56,11 @@ module BABYLON {
|
|
/**
|
|
/**
|
|
* The mesh that should be set when at its min
|
|
* The mesh that should be set when at its min
|
|
*/
|
|
*/
|
|
- min: AbstractMesh;
|
|
|
|
|
|
+ min: TransformNode;
|
|
/**
|
|
/**
|
|
* The mesh that should be set when at its max
|
|
* The mesh that should be set when at its max
|
|
*/
|
|
*/
|
|
- max: AbstractMesh;
|
|
|
|
|
|
+ max: TransformNode;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
/**
|
|
@@ -483,11 +483,11 @@ module BABYLON {
|
|
|
|
|
|
// Look through all children recursively. This will return null if no mesh exists with the given name.
|
|
// Look through all children recursively. This will return null if no mesh exists with the given name.
|
|
function getChildByName(node: Node, name: string) {
|
|
function getChildByName(node: Node, name: string) {
|
|
- return node.getChildMeshes(false, (n) => n.name === name)[0];
|
|
|
|
|
|
+ return <TransformNode>node.getChildren((n) => n.name === name, false)[0];
|
|
}
|
|
}
|
|
// Look through only immediate children. This will return null if no mesh exists with the given name.
|
|
// Look through only immediate children. This will return null if no mesh exists with the given name.
|
|
- function getImmediateChildByName(node: Node, name: string): AbstractMesh {
|
|
|
|
- return node.getChildMeshes(true, (n) => n.name == name)[0];
|
|
|
|
|
|
+ function getImmediateChildByName(node: Node, name: string): TransformNode {
|
|
|
|
+ return <TransformNode>node.getChildren((n) => n.name == name, true)[0];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|