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Added SpriteManager.texture accessor

David Catuhe 9 years ago
parent
commit
a8382ca086

File diff suppressed because it is too large
+ 6 - 6
dist/preview release/babylon.core.js


+ 162 - 161
dist/preview release/babylon.d.ts

@@ -1944,6 +1944,63 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class DebugLayer {
+        private _scene;
+        private _camera;
+        private _transformationMatrix;
+        private _enabled;
+        private _labelsEnabled;
+        private _displayStatistics;
+        private _displayTree;
+        private _displayLogs;
+        private _globalDiv;
+        private _statsDiv;
+        private _statsSubsetDiv;
+        private _optionsDiv;
+        private _optionsSubsetDiv;
+        private _logDiv;
+        private _logSubsetDiv;
+        private _treeDiv;
+        private _treeSubsetDiv;
+        private _drawingCanvas;
+        private _drawingContext;
+        private _rootElement;
+        _syncPositions: () => void;
+        private _syncData;
+        private _syncUI;
+        private _onCanvasClick;
+        private _clickPosition;
+        private _ratio;
+        private _identityMatrix;
+        private _showUI;
+        private _needToRefreshMeshesTree;
+        shouldDisplayLabel: (node: Node) => boolean;
+        shouldDisplayAxis: (mesh: Mesh) => boolean;
+        axisRatio: number;
+        accentColor: string;
+        customStatsFunction: () => string;
+        constructor(scene: Scene);
+        private _refreshMeshesTreeContent();
+        private _renderSingleAxis(zero, unit, unitText, label, color);
+        private _renderAxis(projectedPosition, mesh, globalViewport);
+        private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
+        private _isClickInsideRect(x, y, width, height);
+        isVisible(): boolean;
+        hide(): void;
+        show(showUI?: boolean, camera?: Camera, rootElement?: HTMLElement): void;
+        private _clearLabels();
+        private _generateheader(root, text);
+        private _generateTexBox(root, title, color);
+        private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
+        private _generateCheckBox(root, title, initialState, task, tag?);
+        private _generateButton(root, title, task, tag?);
+        private _generateRadio(root, title, name, initialState, task, tag?);
+        private _generateDOMelements();
+        private _displayStats();
+    }
+}
+
+declare module BABYLON {
     class BoundingBox {
         minimum: Vector3;
         maximum: Vector3;
@@ -2417,6 +2474,50 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class LensFlare {
+        size: number;
+        position: number;
+        color: Color3;
+        texture: Texture;
+        private _system;
+        constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
+        dispose: () => void;
+    }
+}
+
+declare module BABYLON {
+    class LensFlareSystem {
+        name: string;
+        lensFlares: LensFlare[];
+        borderLimit: number;
+        meshesSelectionPredicate: (mesh: Mesh) => boolean;
+        layerMask: number;
+        private _scene;
+        private _emitter;
+        private _vertexDeclaration;
+        private _vertexStrideSize;
+        private _vertexBuffer;
+        private _indexBuffer;
+        private _effect;
+        private _positionX;
+        private _positionY;
+        private _isEnabled;
+        constructor(name: string, emitter: any, scene: Scene);
+        isEnabled: boolean;
+        getScene(): Scene;
+        getEmitter(): any;
+        setEmitter(newEmitter: any): void;
+        getEmitterPosition(): Vector3;
+        computeEffectivePosition(globalViewport: Viewport): boolean;
+        _isVisible(): boolean;
+        render(): boolean;
+        dispose(): void;
+        static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
+        serialize(): any;
+    }
+}
+
+declare module BABYLON {
     class Layer {
         name: string;
         texture: Texture;
@@ -2439,63 +2540,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class DebugLayer {
-        private _scene;
-        private _camera;
-        private _transformationMatrix;
-        private _enabled;
-        private _labelsEnabled;
-        private _displayStatistics;
-        private _displayTree;
-        private _displayLogs;
-        private _globalDiv;
-        private _statsDiv;
-        private _statsSubsetDiv;
-        private _optionsDiv;
-        private _optionsSubsetDiv;
-        private _logDiv;
-        private _logSubsetDiv;
-        private _treeDiv;
-        private _treeSubsetDiv;
-        private _drawingCanvas;
-        private _drawingContext;
-        private _rootElement;
-        _syncPositions: () => void;
-        private _syncData;
-        private _syncUI;
-        private _onCanvasClick;
-        private _clickPosition;
-        private _ratio;
-        private _identityMatrix;
-        private _showUI;
-        private _needToRefreshMeshesTree;
-        shouldDisplayLabel: (node: Node) => boolean;
-        shouldDisplayAxis: (mesh: Mesh) => boolean;
-        axisRatio: number;
-        accentColor: string;
-        customStatsFunction: () => string;
-        constructor(scene: Scene);
-        private _refreshMeshesTreeContent();
-        private _renderSingleAxis(zero, unit, unitText, label, color);
-        private _renderAxis(projectedPosition, mesh, globalViewport);
-        private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
-        private _isClickInsideRect(x, y, width, height);
-        isVisible(): boolean;
-        hide(): void;
-        show(showUI?: boolean, camera?: Camera, rootElement?: HTMLElement): void;
-        private _clearLabels();
-        private _generateheader(root, text);
-        private _generateTexBox(root, title, color);
-        private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
-        private _generateCheckBox(root, title, initialState, task, tag?);
-        private _generateButton(root, title, task, tag?);
-        private _generateRadio(root, title, name, initialState, task, tag?);
-        private _generateDOMelements();
-        private _displayStats();
-    }
-}
-
-declare module BABYLON {
     class DirectionalLight extends Light implements IShadowLight {
         direction: Vector3;
         position: Vector3;
@@ -2623,50 +2667,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class LensFlare {
-        size: number;
-        position: number;
-        color: Color3;
-        texture: Texture;
-        private _system;
-        constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
-        dispose: () => void;
-    }
-}
-
-declare module BABYLON {
-    class LensFlareSystem {
-        name: string;
-        lensFlares: LensFlare[];
-        borderLimit: number;
-        meshesSelectionPredicate: (mesh: Mesh) => boolean;
-        layerMask: number;
-        private _scene;
-        private _emitter;
-        private _vertexDeclaration;
-        private _vertexStrideSize;
-        private _vertexBuffer;
-        private _indexBuffer;
-        private _effect;
-        private _positionX;
-        private _positionY;
-        private _isEnabled;
-        constructor(name: string, emitter: any, scene: Scene);
-        isEnabled: boolean;
-        getScene(): Scene;
-        getEmitter(): any;
-        setEmitter(newEmitter: any): void;
-        getEmitterPosition(): Vector3;
-        computeEffectivePosition(globalViewport: Viewport): boolean;
-        _isVisible(): boolean;
-        render(): boolean;
-        dispose(): void;
-        static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
-        serialize(): any;
-    }
-}
-
-declare module BABYLON {
     interface ISceneLoaderPlugin {
         extensions: string;
         importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
@@ -4359,6 +4359,66 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    interface IPhysicsEnginePlugin {
+        name: string;
+        initialize(iterations?: number): any;
+        setGravity(gravity: Vector3): void;
+        getGravity(): Vector3;
+        runOneStep(delta: number): void;
+        registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
+        registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
+        unregisterMesh(mesh: AbstractMesh): any;
+        applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
+        createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
+        dispose(): void;
+        isSupported(): boolean;
+        updateBodyPosition(mesh: AbstractMesh): void;
+        getWorldObject(): any;
+        getPhysicsBodyOfMesh(mesh: AbstractMesh): any;
+    }
+    interface PhysicsBodyCreationOptions {
+        mass: number;
+        friction: number;
+        restitution: number;
+    }
+    interface PhysicsCompoundBodyPart {
+        mesh: Mesh;
+        impostor: number;
+    }
+    class PhysicsEngine {
+        gravity: Vector3;
+        private _currentPlugin;
+        constructor(plugin?: IPhysicsEnginePlugin);
+        _initialize(gravity?: Vector3): void;
+        _runOneStep(delta: number): void;
+        _setGravity(gravity: Vector3): void;
+        _getGravity(): Vector3;
+        _registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
+        _registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
+        _unregisterMesh(mesh: AbstractMesh): void;
+        _applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
+        _createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
+        _updateBodyPosition(mesh: AbstractMesh): void;
+        dispose(): void;
+        isSupported(): boolean;
+        getPhysicsBodyOfMesh(mesh: AbstractMesh): any;
+        getPhysicsPluginName(): string;
+        getWorldObject(): any;
+        static NoImpostor: number;
+        static SphereImpostor: number;
+        static BoxImpostor: number;
+        static PlaneImpostor: number;
+        static MeshImpostor: number;
+        static CapsuleImpostor: number;
+        static ConeImpostor: number;
+        static CylinderImpostor: number;
+        static ConvexHullImpostor: number;
+        static HeightmapImpostor: number;
+        static Epsilon: number;
+    }
+}
+
+declare module BABYLON {
     class SIMDVector3 {
         static TransformCoordinatesToRefSIMD(vector: Vector3, transformation: Matrix, result: Vector3): void;
         static TransformCoordinatesFromFloatsToRefSIMD(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
@@ -5324,66 +5384,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    interface IPhysicsEnginePlugin {
-        name: string;
-        initialize(iterations?: number): any;
-        setGravity(gravity: Vector3): void;
-        getGravity(): Vector3;
-        runOneStep(delta: number): void;
-        registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
-        registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
-        unregisterMesh(mesh: AbstractMesh): any;
-        applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
-        createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
-        dispose(): void;
-        isSupported(): boolean;
-        updateBodyPosition(mesh: AbstractMesh): void;
-        getWorldObject(): any;
-        getPhysicsBodyOfMesh(mesh: AbstractMesh): any;
-    }
-    interface PhysicsBodyCreationOptions {
-        mass: number;
-        friction: number;
-        restitution: number;
-    }
-    interface PhysicsCompoundBodyPart {
-        mesh: Mesh;
-        impostor: number;
-    }
-    class PhysicsEngine {
-        gravity: Vector3;
-        private _currentPlugin;
-        constructor(plugin?: IPhysicsEnginePlugin);
-        _initialize(gravity?: Vector3): void;
-        _runOneStep(delta: number): void;
-        _setGravity(gravity: Vector3): void;
-        _getGravity(): Vector3;
-        _registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
-        _registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
-        _unregisterMesh(mesh: AbstractMesh): void;
-        _applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
-        _createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
-        _updateBodyPosition(mesh: AbstractMesh): void;
-        dispose(): void;
-        isSupported(): boolean;
-        getPhysicsBodyOfMesh(mesh: AbstractMesh): any;
-        getPhysicsPluginName(): string;
-        getWorldObject(): any;
-        static NoImpostor: number;
-        static SphereImpostor: number;
-        static BoxImpostor: number;
-        static PlaneImpostor: number;
-        static MeshImpostor: number;
-        static CapsuleImpostor: number;
-        static ConeImpostor: number;
-        static CylinderImpostor: number;
-        static ConvexHullImpostor: number;
-        static HeightmapImpostor: number;
-        static Epsilon: number;
-    }
-}
-
-declare module BABYLON {
     class AnaglyphPostProcess extends PostProcess {
         constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
     }
@@ -6137,6 +6137,7 @@ declare module BABYLON {
         private _vertices;
         private _effectBase;
         private _effectFog;
+        texture: Texture;
         constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon?: number, samplingMode?: number);
         private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
         intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): PickingInfo;

File diff suppressed because it is too large
+ 13 - 13
dist/preview release/babylon.js


+ 10 - 0
dist/preview release/babylon.max.js

@@ -21486,6 +21486,16 @@ var BABYLON;
             this._effectBase = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
             this._effectFog = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
         }
+        Object.defineProperty(SpriteManager.prototype, "texture", {
+            get: function () {
+                return this._spriteTexture;
+            },
+            set: function (value) {
+                this._spriteTexture = value;
+            },
+            enumerable: true,
+            configurable: true
+        });
         SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
             var arrayOffset = index * 16;
             if (offsetX === 0)

File diff suppressed because it is too large
+ 13 - 13
dist/preview release/babylon.noworker.js


+ 10 - 0
src/Sprites/babylon.spriteManager.js

@@ -38,6 +38,16 @@ var BABYLON;
             this._effectBase = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
             this._effectFog = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
         }
+        Object.defineProperty(SpriteManager.prototype, "texture", {
+            get: function () {
+                return this._spriteTexture;
+            },
+            set: function (value) {
+                this._spriteTexture = value;
+            },
+            enumerable: true,
+            configurable: true
+        });
         SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
             var arrayOffset = index * 16;
             if (offsetX === 0)

+ 8 - 0
src/Sprites/babylon.spriteManager.ts

@@ -21,6 +21,14 @@
         private _effectBase: Effect;
         private _effectFog: Effect;
 
+        public get texture(): Texture {
+            return this._spriteTexture;
+        }
+
+        public set texture(value: Texture) {
+            this._spriteTexture = value;
+        }
+
         constructor(public name: string, imgUrl: string, capacity: number, public cellSize: number, scene: Scene, epsilon?: number, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE) {
             this._capacity = capacity;
             this._spriteTexture = new Texture(imgUrl, scene, true, false, samplingMode);