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Clean ppLib Dist

sebavan 6 年之前
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dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.d.ts

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-
-declare module BABYLON {
-    /**
-     * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
-     *
-     * It basically takes care rendering the font front the given font size to a texture.
-     * This is used later on in the postprocess.
-     */
-    class AsciiArtFontTexture extends BaseTexture {
-        private _font;
-        private _text;
-        private _charSize;
-        /**
-         * Gets the size of one char in the texture (each char fits in size * size space in the texture).
-         */
-        readonly charSize: number;
-        /**
-         * Create a new instance of the Ascii Art FontTexture class
-         * @param name the name of the texture
-         * @param font the font to use, use the W3C CSS notation
-         * @param text the caracter set to use in the rendering.
-         * @param scene the scene that owns the texture
-         */
-        constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
-        /**
-         * Gets the max char width of a font.
-         * @param font the font to use, use the W3C CSS notation
-         * @return the max char width
-         */
-        private getFontWidth;
-        /**
-         * Gets the max char height of a font.
-         * @param font the font to use, use the W3C CSS notation
-         * @return the max char height
-         */
-        private getFontHeight;
-        /**
-         * Clones the current AsciiArtTexture.
-         * @return the clone of the texture.
-         */
-        clone(): AsciiArtFontTexture;
-        /**
-         * Parses a json object representing the texture and returns an instance of it.
-         * @param source the source JSON representation
-         * @param scene the scene to create the texture for
-         * @return the parsed texture
-         */
-        static Parse(source: any, scene: Scene): AsciiArtFontTexture;
-    }
-    /**
-     * Option available in the Ascii Art Post Process.
-     */
-    interface IAsciiArtPostProcessOptions {
-        /**
-         * The font to use following the w3c font definition.
-         */
-        font?: string;
-        /**
-         * The character set to use in the postprocess.
-         */
-        characterSet?: string;
-        /**
-         * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
-         * This number is defined between 0 and 1;
-         */
-        mixToTile?: number;
-        /**
-         * This defines the amount you want to mix the normal rendering pass in the ascii art.
-         * This number is defined between 0 and 1;
-         */
-        mixToNormal?: number;
-    }
-    /**
-     * AsciiArtPostProcess helps rendering everithing in Ascii Art.
-     *
-     * Simmply add it to your scene and let the nerd that lives in you have fun.
-     * Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
-     */
-    class AsciiArtPostProcess extends PostProcess {
-        /**
-         * The font texture used to render the char in the post process.
-         */
-        private _asciiArtFontTexture;
-        /**
-         * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
-         * This number is defined between 0 and 1;
-         */
-        mixToTile: number;
-        /**
-         * This defines the amount you want to mix the normal rendering pass in the ascii art.
-         * This number is defined between 0 and 1;
-         */
-        mixToNormal: number;
-        /**
-         * Instantiates a new Ascii Art Post Process.
-         * @param name the name to give to the postprocess
-         * @camera the camera to apply the post process to.
-         * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
-         */
-        constructor(name: string, camera: Camera, options?: string | IAsciiArtPostProcessOptions);
-    }
-}

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dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.d.ts

@@ -1,98 +0,0 @@
-
-declare module BABYLON {
-    /**
-     * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
-     *
-     * It basically takes care rendering the font front the given font size to a texture.
-     * This is used later on in the postprocess.
-     */
-    class DigitalRainFontTexture extends BaseTexture {
-        private _font;
-        private _text;
-        private _charSize;
-        /**
-         * Gets the size of one char in the texture (each char fits in size * size space in the texture).
-         */
-        readonly charSize: number;
-        /**
-         * Create a new instance of the Digital Rain FontTexture class
-         * @param name the name of the texture
-         * @param font the font to use, use the W3C CSS notation
-         * @param text the caracter set to use in the rendering.
-         * @param scene the scene that owns the texture
-         */
-        constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
-        /**
-         * Gets the max char width of a font.
-         * @param font the font to use, use the W3C CSS notation
-         * @return the max char width
-         */
-        private getFontWidth;
-        /**
-         * Gets the max char height of a font.
-         * @param font the font to use, use the W3C CSS notation
-         * @return the max char height
-         */
-        private getFontHeight;
-        /**
-         * Clones the current DigitalRainFontTexture.
-         * @return the clone of the texture.
-         */
-        clone(): DigitalRainFontTexture;
-        /**
-         * Parses a json object representing the texture and returns an instance of it.
-         * @param source the source JSON representation
-         * @param scene the scene to create the texture for
-         * @return the parsed texture
-         */
-        static Parse(source: any, scene: Scene): DigitalRainFontTexture;
-    }
-    /**
-     * Option available in the Digital Rain Post Process.
-     */
-    interface IDigitalRainPostProcessOptions {
-        /**
-         * The font to use following the w3c font definition.
-         */
-        font?: string;
-        /**
-         * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
-         * This number is defined between 0 and 1;
-         */
-        mixToTile?: number;
-        /**
-         * This defines the amount you want to mix the normal rendering pass in the digital rain.
-         * This number is defined between 0 and 1;
-         */
-        mixToNormal?: number;
-    }
-    /**
-     * DigitalRainPostProcess helps rendering everithing in digital rain.
-     *
-     * Simmply add it to your scene and let the nerd that lives in you have fun.
-     * Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
-     */
-    class DigitalRainPostProcess extends PostProcess {
-        /**
-         * The font texture used to render the char in the post process.
-         */
-        private _digitalRainFontTexture;
-        /**
-         * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
-         * This number is defined between 0 and 1;
-         */
-        mixToTile: number;
-        /**
-         * This defines the amount you want to mix the normal rendering pass in the digital rain.
-         * This number is defined between 0 and 1;
-         */
-        mixToNormal: number;
-        /**
-         * Instantiates a new Digital Rain Post Process.
-         * @param name the name to give to the postprocess
-         * @camera the camera to apply the post process to.
-         * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
-         */
-        constructor(name: string, camera: Camera, options?: string | IDigitalRainPostProcessOptions);
-    }
-}

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dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js.map


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dist/preview release/postProcessesLibrary/babylonjs.postProcess.min.js.map