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apply script

Trevor Baron 6 年之前
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af1309230d
共有 100 个文件被更改,包括 62 次插入268 次删除
  1. 0 2
      src/Actions/action.ts
  2. 0 3
      src/Actions/actionManager.ts
  3. 1 3
      src/Actions/condition.ts
  4. 1 3
      src/Actions/directActions.ts
  5. 1 3
      src/Actions/directAudioActions.ts
  6. 1 3
      src/Actions/interpolateValueAction.ts
  7. 0 2
      src/Animations/animatable.ts
  8. 0 2
      src/Animations/animation.ts
  9. 0 2
      src/Animations/animationGroup.ts
  10. 1 3
      src/Animations/animationPropertiesOverride.ts
  11. 0 3
      src/Animations/easing.ts
  12. 0 3
      src/Animations/runtimeAnimation.ts
  13. 1 3
      src/Audio/analyser.ts
  14. 1 3
      src/Audio/audioEngine.ts
  15. 0 2
      src/Audio/audioSceneComponent.ts
  16. 0 2
      src/Audio/sound.ts
  17. 1 3
      src/Audio/soundtrack.ts
  18. 0 2
      src/Audio/weightedsound.ts
  19. 1 3
      src/Behaviors/Cameras/autoRotationBehavior.ts
  20. 1 3
      src/Behaviors/Cameras/bouncingBehavior.ts
  21. 0 2
      src/Behaviors/Cameras/framingBehavior.ts
  22. 1 3
      src/Behaviors/Mesh/attachToBoxBehavior.ts
  23. 1 3
      src/Behaviors/Mesh/fadeInOutBehavior.ts
  24. 1 3
      src/Behaviors/Mesh/multiPointerScaleBehavior.ts
  25. 1 3
      src/Behaviors/Mesh/pointerDragBehavior.ts
  26. 1 3
      src/Behaviors/Mesh/sixDofDragBehavior.ts
  27. 1 3
      src/Behaviors/behavior.ts
  28. 1 3
      src/Bones/bone.ts
  29. 1 3
      src/Bones/boneIKController.ts
  30. 1 3
      src/Bones/boneLookController.ts
  31. 1 3
      src/Bones/skeleton.ts
  32. 0 2
      src/Cameras/Inputs/arcRotateCameraGamepadInput.ts
  33. 1 3
      src/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.ts
  34. 0 2
      src/Cameras/Inputs/arcRotateCameraMouseWheelInput.ts
  35. 0 2
      src/Cameras/Inputs/arcRotateCameraPointersInput.ts
  36. 0 2
      src/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.ts
  37. 1 3
      src/Cameras/Inputs/flyCameraKeyboardInput.ts
  38. 1 3
      src/Cameras/Inputs/flyCameraMouseInput.ts
  39. 0 2
      src/Cameras/Inputs/freeCameraDeviceOrientationInput.ts
  40. 1 3
      src/Cameras/Inputs/freeCameraGamepadInput.ts
  41. 1 3
      src/Cameras/Inputs/freeCameraKeyboardMoveInput.ts
  42. 0 2
      src/Cameras/Inputs/freeCameraMouseInput.ts
  43. 0 2
      src/Cameras/Inputs/freeCameraTouchInput.ts
  44. 1 3
      src/Cameras/Inputs/freeCameraVirtualJoystickInput.ts
  45. 1 3
      src/Cameras/Stereoscopic/anaglyphArcRotateCamera.ts
  46. 1 3
      src/Cameras/Stereoscopic/anaglyphFreeCamera.ts
  47. 1 3
      src/Cameras/Stereoscopic/anaglyphGamepadCamera.ts
  48. 1 3
      src/Cameras/Stereoscopic/anaglyphUniversalCamera.ts
  49. 1 3
      src/Cameras/Stereoscopic/stereoscopicArcRotateCamera.ts
  50. 1 3
      src/Cameras/Stereoscopic/stereoscopicFreeCamera.ts
  51. 1 3
      src/Cameras/Stereoscopic/stereoscopicGamepadCamera.ts
  52. 1 3
      src/Cameras/Stereoscopic/stereoscopicUniversalCamera.ts
  53. 2 4
      src/Cameras/VR/vrCameraMetrics.ts
  54. 0 2
      src/Cameras/VR/vrDeviceOrientationArcRotateCamera.ts
  55. 0 2
      src/Cameras/VR/vrDeviceOrientationFreeCamera.ts
  56. 0 2
      src/Cameras/VR/vrDeviceOrientationGamepadCamera.ts
  57. 0 2
      src/Cameras/VR/vrExperienceHelper.ts
  58. 0 2
      src/Cameras/VR/webVRCamera.ts
  59. 1 3
      src/Cameras/XR/webXRCamera.ts
  60. 1 3
      src/Cameras/XR/webXREnterExitUI.ts
  61. 1 3
      src/Cameras/XR/webXRExperienceHelper.ts
  62. 1 3
      src/Cameras/XR/webXRInput.ts
  63. 1 3
      src/Cameras/XR/webXRManagedOutputCanvas.ts
  64. 1 3
      src/Cameras/XR/webXRSessionManager.ts
  65. 0 2
      src/Cameras/arcRotateCamera.ts
  66. 0 2
      src/Cameras/arcRotateCameraInputsManager.ts
  67. 0 2
      src/Cameras/camera.ts
  68. 0 2
      src/Cameras/cameraInputsManager.ts
  69. 0 3
      src/Cameras/deviceOrientationCamera.ts
  70. 1 3
      src/Cameras/flyCamera.ts
  71. 1 3
      src/Cameras/flyCameraInputsManager.ts
  72. 0 2
      src/Cameras/followCamera.ts
  73. 0 2
      src/Cameras/freeCamera.ts
  74. 1 3
      src/Cameras/freeCameraInputsManager.ts
  75. 1 3
      src/Cameras/gamepadCamera.ts
  76. 0 2
      src/Cameras/targetCamera.ts
  77. 1 3
      src/Cameras/touchCamera.ts
  78. 1 3
      src/Cameras/universalCamera.ts
  79. 1 3
      src/Cameras/virtualJoysticksCamera.ts
  80. 1 3
      src/Collisions/collider.ts
  81. 0 3
      src/Collisions/collisionCoordinator.ts
  82. 0 3
      src/Collisions/collisionWorker.ts
  83. 0 2
      src/Collisions/pickingInfo.ts
  84. 1 3
      src/Culling/Octrees/octree.ts
  85. 1 3
      src/Culling/Octrees/octreeBlock.ts
  86. 0 2
      src/Culling/Octrees/octreeSceneComponent.ts
  87. 1 3
      src/Culling/boundingBox.ts
  88. 1 3
      src/Culling/boundingInfo.ts
  89. 1 3
      src/Culling/boundingSphere.ts
  90. 1 3
      src/Culling/ray.ts
  91. 0 3
      src/Debug/debugLayer.ts
  92. 1 3
      src/Debug/rayHelper.ts
  93. 1 3
      src/Engine/Extensions/engine.occlusionQuery.ts
  94. 1 3
      src/Engine/Extensions/engine.transformFeedback.ts
  95. 0 2
      src/Engine/engine.ts
  96. 0 3
      src/Engine/nullEngine.ts
  97. 1 3
      src/Events/keyboardEvents.ts
  98. 1 3
      src/Events/pointerEvents.ts
  99. 1 3
      src/Gamepad/Controllers/daydreamController.ts
  100. 0 0
      src/Gamepad/Controllers/gearVRController.ts

+ 0 - 2
src/Actions/action.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * The action to be carried out following a trigger
      * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
@@ -236,4 +235,3 @@ module BABYLON {
             };
         }
     }
-}

+ 0 - 3
src/Actions/actionManager.ts

@@ -1,5 +1,3 @@
-module BABYLON {
-
     /**
      * ActionEvent is the event being sent when an action is triggered.
      */
@@ -768,4 +766,3 @@ module BABYLON {
             }
         }
     }
-}

+ 1 - 3
src/Actions/condition.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * A Condition applied to an Action
      */
@@ -317,5 +316,4 @@ module BABYLON {
             });
         }
     }
-
-}
+

+ 1 - 3
src/Actions/directActions.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * This defines an action responsible to toggle a boolean once triggered.
      * @see http://doc.babylonjs.com/how_to/how_to_use_actions
@@ -533,5 +532,4 @@ module BABYLON {
                 ]
             }, parent);
         }
-    }
-}
+    }

+ 1 - 3
src/Actions/directAudioActions.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * This defines an action helpful to play a defined sound on a triggered action.
      */
@@ -83,5 +82,4 @@ module BABYLON {
                 properties: [{ name: "sound", value: this._sound.name }]
             }, parent);
         }
-    }
-}
+    }

+ 1 - 3
src/Actions/interpolateValueAction.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * This defines an action responsible to change the value of a property
      * by interpolating between its current value and the newly set one once triggered.
@@ -134,5 +133,4 @@ module BABYLON {
                 ]
             }, parent);
         }
-    }
-}
+    }

+ 0 - 2
src/Animations/animatable.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Class used to store an actual running animation
      */
@@ -397,4 +396,3 @@ module BABYLON {
             return running;
         }
     }
-}

+ 0 - 2
src/Animations/animation.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Represents the range of an animation
      */
@@ -1231,4 +1230,3 @@ module BABYLON {
             }
         }
     }
-}

+ 0 - 2
src/Animations/animationGroup.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * This class defines the direct association between an animation and a target
      */
@@ -443,4 +442,3 @@ module BABYLON {
         }
 
     }
-}

+ 1 - 3
src/Animations/animationPropertiesOverride.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Class used to override all child animations of a given target
      */
@@ -17,5 +16,4 @@ module BABYLON {
          * Gets or sets the default loop mode to use
          */
         public loopMode = Animation.ANIMATIONLOOPMODE_CYCLE;
-    }
-}
+    }

+ 0 - 3
src/Animations/easing.ts

@@ -1,5 +1,3 @@
-module BABYLON {
-
     /**
      * This represents the main contract an easing function should follow.
      * Easing functions are used throughout the animation system.
@@ -341,4 +339,3 @@ module BABYLON {
             return BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
         }
     }
-}

+ 0 - 3
src/Animations/runtimeAnimation.ts

@@ -1,5 +1,3 @@
-module BABYLON {
-
     // Static values to help the garbage collector
 
     // Quaternion
@@ -588,4 +586,3 @@ module BABYLON {
             return returnValue;
         }
     }
-}

+ 1 - 3
src/Audio/analyser.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Class used to work with sound analyzer using fast fourier transform (FFT)
      * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
@@ -188,5 +187,4 @@ module BABYLON {
                 this._webAudioAnalyser.disconnect();
             }
         }
-    }
-}
+    }

+ 1 - 3
src/Audio/audioEngine.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * This represents an audio engine and it is responsible
      * to play, synchronize and analyse sounds throughout the application.
@@ -367,5 +366,4 @@ module BABYLON {
                 this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
             }
         }
-    }
-}
+    }

+ 0 - 2
src/Audio/audioSceneComponent.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     // Adds the parser to the scene parsers.
     AbstractScene.AddParser(SceneComponentConstants.NAME_AUDIO, (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => {
         // TODO: add sound
@@ -413,4 +412,3 @@ module BABYLON {
             }
         }
     }
-}

+ 0 - 2
src/Audio/sound.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Defines a sound that can be played in the application.
      * The sound can either be an ambient track or a simple sound played in reaction to a user action.
@@ -994,4 +993,3 @@ module BABYLON {
             return newSound;
         }
     }
-}

+ 1 - 3
src/Audio/soundtrack.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Options allowed during the creation of a sound track.
      */
@@ -173,5 +172,4 @@ module BABYLON {
                 this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, Engine.audioEngine.masterGain);
             }
         }
-    }
-}
+    }

+ 0 - 2
src/Audio/weightedsound.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Wraps one or more Sound objects and selects one with random weight for playback.
      */
@@ -171,4 +170,3 @@ module BABYLON {
             this.isPaused = false;
         }
     }
-}

+ 1 - 3
src/Behaviors/Cameras/autoRotationBehavior.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
      * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
@@ -202,5 +201,4 @@ module BABYLON {
                 this._attachedCamera.inertialPanningY !== 0 ||
                 this._isPointerDown;
         }
-    }
-}
+    }

+ 1 - 3
src/Behaviors/Cameras/bouncingBehavior.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
      * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
@@ -204,5 +203,4 @@ module BABYLON {
                 this._animatables.shift();
             }
         }
-    }
-}
+    }

+ 0 - 2
src/Behaviors/Cameras/framingBehavior.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * The framing behavior (BABYLON.FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
      * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
@@ -537,4 +536,3 @@ module BABYLON {
          */
         public static FitFrustumSidesMode = 1;
     }
-}

+ 1 - 3
src/Behaviors/Mesh/attachToBoxBehavior.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * @hidden
      */
@@ -162,5 +161,4 @@ module BABYLON {
         detach() {
             this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
         }
-    }
-}
+    }

+ 1 - 3
src/Behaviors/Mesh/fadeInOutBehavior.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * A behavior that when attached to a mesh will allow the mesh to fade in and out
      */
@@ -88,5 +87,4 @@ module BABYLON {
             });
         }
 
-    }
-}
+    }

+ 1 - 3
src/Behaviors/Mesh/multiPointerScaleBehavior.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * A behavior that when attached to a mesh will allow the mesh to be scaled
      */
@@ -100,5 +99,4 @@ module BABYLON {
                 this._ownerNode.removeBehavior(behavior);
             });
         }
-    }
-}
+    }

+ 1 - 3
src/Behaviors/Mesh/pointerDragBehavior.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
      */
@@ -397,5 +396,4 @@ module BABYLON {
                 this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
             }
         }
-    }
-}
+    }

+ 1 - 3
src/Behaviors/Mesh/sixDofDragBehavior.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
      */
@@ -229,5 +228,4 @@ module BABYLON {
             this.onDragEndObservable.clear();
             this.onDragStartObservable.clear();
         }
-    }
-}
+    }

+ 1 - 3
src/Behaviors/behavior.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Interface used to define a behavior
      */
@@ -43,5 +42,4 @@ module BABYLON {
          * @returns the behavior or null if not found
          */
         getBehaviorByName(name: string): Nullable<Behavior<T>>;
-    }
-}
+    }

+ 1 - 3
src/Bones/bone.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Class used to store bone information
      * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
@@ -1104,5 +1103,4 @@ module BABYLON {
 
             Vector3.TransformCoordinatesToRef(position, tmat, result);
         }
-    }
-}
+    }

+ 1 - 3
src/Bones/boneIKController.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Class used to apply inverse kinematics to bones
      * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
@@ -340,5 +339,4 @@ module BABYLON {
             this._bone2.setAxisAngle(this._bendAxis, angC, Space.LOCAL);
             this._bone2Ang = angC;
         }
-    }
-}
+    }

+ 1 - 3
src/Bones/boneLookController.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Class used to make a bone look toward a point in space
      * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
@@ -562,5 +561,4 @@ module BABYLON {
             return false;
         }
 
-    }
-}
+    }

+ 1 - 3
src/Bones/skeleton.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Class used to handle skinning animations
      * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
@@ -689,5 +688,4 @@ module BABYLON {
 
             bones.push(bone);
         }
-    }
-}
+    }

+ 0 - 2
src/Cameras/Inputs/arcRotateCameraGamepadInput.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Manage the gamepad inputs to control an arc rotate camera.
      * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
@@ -120,4 +119,3 @@ module BABYLON {
     }
 
     (<any>CameraInputTypes)["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
-}

+ 1 - 3
src/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Manage the keyboard inputs to control the movement of an arc rotate camera.
      * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
@@ -226,5 +225,4 @@ module BABYLON {
         }
     }
 
-    (<any>CameraInputTypes)["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
-}
+    (<any>CameraInputTypes)["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;

+ 0 - 2
src/Cameras/Inputs/arcRotateCameraMouseWheelInput.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Manage the mouse wheel inputs to control an arc rotate camera.
      * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
@@ -97,4 +96,3 @@ module BABYLON {
     }
 
     (<any>CameraInputTypes)["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
-}

+ 0 - 2
src/Cameras/Inputs/arcRotateCameraPointersInput.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Manage the pointers inputs to control an arc rotate camera.
      * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
@@ -412,4 +411,3 @@ module BABYLON {
     }
 
     (<any>CameraInputTypes)["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
-}

+ 0 - 2
src/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
      * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
@@ -97,4 +96,3 @@ module BABYLON {
     }
 
     (<any>CameraInputTypes)["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
-}

+ 1 - 3
src/Cameras/Inputs/flyCameraKeyboardInput.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Listen to keyboard events to control the camera.
      * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
@@ -190,5 +189,4 @@ module BABYLON {
         }
     }
 
-    (<any>CameraInputTypes)["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
-}
+    (<any>CameraInputTypes)["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;

+ 1 - 3
src/Cameras/Inputs/flyCameraMouseInput.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Listen to mouse events to control the camera.
      * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
@@ -302,5 +301,4 @@ module BABYLON {
         }
     }
 
-    (<any>CameraInputTypes)["FlyCameraMouseInput"] = FlyCameraMouseInput;
-}
+    (<any>CameraInputTypes)["FlyCameraMouseInput"] = FlyCameraMouseInput;

+ 0 - 2
src/Cameras/Inputs/freeCameraDeviceOrientationInput.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
      * Screen rotation is taken into account.
@@ -107,4 +106,3 @@ module BABYLON {
     }
 
     (<any>CameraInputTypes)["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
-}

+ 1 - 3
src/Cameras/Inputs/freeCameraGamepadInput.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Manage the gamepad inputs to control a free camera.
      * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
@@ -128,5 +127,4 @@ module BABYLON {
         }
     }
 
-    (<any>CameraInputTypes)["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
-}
+    (<any>CameraInputTypes)["FreeCameraGamepadInput"] = FreeCameraGamepadInput;

+ 1 - 3
src/Cameras/Inputs/freeCameraKeyboardMoveInput.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Manage the keyboard inputs to control the movement of a free camera.
      * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
@@ -165,5 +164,4 @@ module BABYLON {
         }
     }
 
-    (<any>CameraInputTypes)["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
-}
+    (<any>CameraInputTypes)["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;

+ 0 - 2
src/Cameras/Inputs/freeCameraMouseInput.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Manage the mouse inputs to control the movement of a free camera.
      * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
@@ -184,4 +183,3 @@ module BABYLON {
     }
 
     (<any>CameraInputTypes)["FreeCameraMouseInput"] = FreeCameraMouseInput;
-}

+ 0 - 2
src/Cameras/Inputs/freeCameraTouchInput.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Manage the touch inputs to control the movement of a free camera.
      * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
@@ -178,4 +177,3 @@ module BABYLON {
     }
 
     (<any>CameraInputTypes)["FreeCameraTouchInput"] = FreeCameraTouchInput;
-}

+ 1 - 3
src/Cameras/Inputs/freeCameraVirtualJoystickInput.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Manage the Virtual Joystick inputs to control the movement of a free camera.
      * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
@@ -94,5 +93,4 @@ module BABYLON {
         }
     }
 
-    (<any>CameraInputTypes)["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
-}
+    (<any>CameraInputTypes)["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;

+ 1 - 3
src/Cameras/Stereoscopic/anaglyphArcRotateCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     Node.AddNodeConstructor("AnaglyphArcRotateCamera", (name, scene, options) => {
         return () => new AnaglyphArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), options.interaxial_distance, scene);
     });
@@ -32,5 +31,4 @@ module BABYLON {
         public getClassName(): string {
             return "AnaglyphArcRotateCamera";
         }
-    }
-}
+    }

+ 1 - 3
src/Cameras/Stereoscopic/anaglyphFreeCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     Node.AddNodeConstructor("AnaglyphFreeCamera", (name, scene, options) => {
         return () => new AnaglyphFreeCamera(name, Vector3.Zero(), options.interaxial_distance, scene);
     });
@@ -28,5 +27,4 @@ module BABYLON {
         public getClassName(): string {
             return "AnaglyphFreeCamera";
         }
-    }
-}
+    }

+ 1 - 3
src/Cameras/Stereoscopic/anaglyphGamepadCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     Node.AddNodeConstructor("AnaglyphGamepadCamera", (name, scene, options) => {
         return () => new AnaglyphGamepadCamera(name, Vector3.Zero(), options.interaxial_distance, scene);
     });
@@ -28,5 +27,4 @@ module BABYLON {
         public getClassName(): string {
             return "AnaglyphGamepadCamera";
         }
-    }
-}
+    }

+ 1 - 3
src/Cameras/Stereoscopic/anaglyphUniversalCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     Node.AddNodeConstructor("AnaglyphUniversalCamera", (name, scene, options) => {
         return () => new AnaglyphUniversalCamera(name, Vector3.Zero(), options.interaxial_distance, scene);
     });
@@ -28,5 +27,4 @@ module BABYLON {
         public getClassName(): string {
             return "AnaglyphUniversalCamera";
         }
-    }
-}
+    }

+ 1 - 3
src/Cameras/Stereoscopic/stereoscopicArcRotateCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     Node.AddNodeConstructor("StereoscopicArcRotateCamera", (name, scene, options) => {
         return () => new StereoscopicArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);
     });
@@ -33,5 +32,4 @@ module BABYLON {
         public getClassName(): string {
             return "StereoscopicArcRotateCamera";
         }
-    }
-}
+    }

+ 1 - 3
src/Cameras/Stereoscopic/stereoscopicFreeCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     Node.AddNodeConstructor("StereoscopicFreeCamera", (name, scene, options) => {
         return () => new StereoscopicFreeCamera(name, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);
     });
@@ -30,5 +29,4 @@ module BABYLON {
         public getClassName(): string {
             return "StereoscopicFreeCamera";
         }
-    }
-}
+    }

+ 1 - 3
src/Cameras/Stereoscopic/stereoscopicGamepadCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     Node.AddNodeConstructor("StereoscopicGamepadCamera", (name, scene, options) => {
         return () => new StereoscopicGamepadCamera(name, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);
     });
@@ -30,5 +29,4 @@ module BABYLON {
         public getClassName(): string {
             return "StereoscopicGamepadCamera";
         }
-    }
-}
+    }

+ 1 - 3
src/Cameras/Stereoscopic/stereoscopicUniversalCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     Node.AddNodeConstructor("StereoscopicFreeCamera", (name, scene, options) => {
         return () => new StereoscopicUniversalCamera(name, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);
     });
@@ -29,5 +28,4 @@ module BABYLON {
         public getClassName(): string {
             return "StereoscopicUniversalCamera";
         }
-    }
-}
+    }

+ 2 - 4
src/Cameras/VR/vrCameraMetrics.ts

@@ -1,5 +1,4 @@
-module BABYLON {
-    /**
+    /**
      * This represents all the required metrics to create a VR camera.
      * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
      */
@@ -129,5 +128,4 @@
 
             return result;
         }
-    }
-}
+    }

+ 0 - 2
src/Cameras/VR/vrDeviceOrientationArcRotateCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", (name, scene) => {
         return () => new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), scene);
     });
@@ -37,4 +36,3 @@ module BABYLON {
             return "VRDeviceOrientationArcRotateCamera";
         }
     }
-}

+ 0 - 2
src/Cameras/VR/vrDeviceOrientationFreeCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", (name, scene) => {
         return () => new VRDeviceOrientationFreeCamera(name, Vector3.Zero(), scene);
     });
@@ -32,4 +31,3 @@ module BABYLON {
             return "VRDeviceOrientationFreeCamera";
         }
     }
-}

+ 0 - 2
src/Cameras/VR/vrDeviceOrientationGamepadCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", (name, scene) => {
         return () => new VRDeviceOrientationGamepadCamera(name, Vector3.Zero(), scene);
     });
@@ -31,4 +30,3 @@ module BABYLON {
             return "VRDeviceOrientationGamepadCamera";
         }
     }
-}

+ 0 - 2
src/Cameras/VR/vrExperienceHelper.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Options to modify the vr teleportation behavior.
      */
@@ -1902,4 +1901,3 @@ module BABYLON {
             return "VRExperienceHelper";
         }
     }
-}

+ 0 - 2
src/Cameras/VR/webVRCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     Node.AddNodeConstructor("WebVRFreeCamera", (name, scene) => {
         return () => new WebVRFreeCamera(name, Vector3.Zero(), scene);
     });
@@ -795,4 +794,3 @@ module BABYLON {
             });
         }
     }
-}

+ 1 - 3
src/Cameras/XR/webXRCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * WebXR Camera which holds the views for the xrSession
      * @see https://doc.babylonjs.com/how_to/webxr
@@ -99,5 +98,4 @@ module BABYLON {
             });
             return true;
         }
-    }
-}
+    }

+ 1 - 3
src/Cameras/XR/webXREnterExitUI.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Button which can be used to enter a different mode of XR
      */
@@ -142,5 +141,4 @@ module BABYLON {
             }
             this.activeButtonChangedObservable.clear();
         }
-    }
-}
+    }

+ 1 - 3
src/Cameras/XR/webXRExperienceHelper.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * States of the webXR experience
      */
@@ -186,5 +185,4 @@ module BABYLON {
             this.onStateChangedObservable.clear();
             this._sessionManager.dispose();
         }
-    }
-}
+    }

+ 1 - 3
src/Cameras/XR/webXRInput.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Represents an XR input
      */
@@ -100,5 +99,4 @@ module BABYLON {
             });
             this.helper._sessionManager.onXRFrameObservable.remove(this._frameObserver);
         }
-    }
-}
+    }

+ 1 - 3
src/Cameras/XR/webXRManagedOutputCanvas.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Creates a canvas that is added/removed from the webpage when entering/exiting XR
      */
@@ -58,5 +57,4 @@ module BABYLON {
                 document.body.removeChild(this._canvas);
             }
         }
-    }
-}
+    }

+ 1 - 3
src/Cameras/XR/webXRSessionManager.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Manages an XRSession
      * @see https://doc.babylonjs.com/how_to/webxr
@@ -181,5 +180,4 @@ module BABYLON {
             this.onXRFrameObservable.clear();
             this.onXRSessionEnded.clear();
         }
-    }
-}
+    }

+ 0 - 2
src/Cameras/arcRotateCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     Node.AddNodeConstructor("ArcRotateCamera", (name, scene) => {
         return () => new ArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), scene);
     });
@@ -1088,4 +1087,3 @@ module BABYLON {
             return "ArcRotateCamera";
         }
     }
-}

+ 0 - 2
src/Cameras/arcRotateCameraInputsManager.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Default Inputs manager for the ArcRotateCamera.
      * It groups all the default supported inputs for ease of use.
@@ -49,4 +48,3 @@ module BABYLON {
             return this;
         }
     }
-}

+ 0 - 2
src/Cameras/camera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * This is the base class of all the camera used in the application.
      * @see http://doc.babylonjs.com/features/cameras
@@ -1229,4 +1228,3 @@ module BABYLON {
             return camera;
         }
     }
-}

+ 0 - 2
src/Cameras/cameraInputsManager.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * @ignore
      * This is a list of all the different input types that are available in the application.
@@ -294,4 +293,3 @@ module BABYLON {
             }
         }
     }
-}

+ 0 - 3
src/Cameras/deviceOrientationCamera.ts

@@ -1,5 +1,3 @@
-module BABYLON {
-
     Node.AddNodeConstructor("DeviceOrientationCamera", (name, scene) => {
         return () => new DeviceOrientationCamera(name, Vector3.Zero(), scene);
     });
@@ -74,4 +72,3 @@ module BABYLON {
             this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
         }
     }
-}

+ 1 - 3
src/Cameras/flyCamera.ts

@@ -1,5 +1,4 @@
-module BABYLON {
-    /**
+    /**
      * This is a flying camera, designed for 3D movement and rotation in all directions,
      * such as in a 3D Space Shooter or a Flight Simulator.
      */
@@ -417,4 +416,3 @@
             return "FlyCamera";
         }
     }
-}

+ 1 - 3
src/Cameras/flyCameraInputsManager.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Default Inputs manager for the FlyCamera.
      * It groups all the default supported inputs for ease of use.
@@ -31,5 +30,4 @@ module BABYLON {
             this.add(new FlyCameraMouseInput(touchEnabled));
             return this;
         }
-    }
-}
+    }

+ 0 - 2
src/Cameras/followCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     Node.AddNodeConstructor("FollowCamera", (name, scene) => {
         return () => new FollowCamera(name, Vector3.Zero(), scene);
     });
@@ -182,4 +181,3 @@ module BABYLON {
             return "ArcFollowCamera";
         }
     }
-}

+ 0 - 2
src/Cameras/freeCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     Node.AddNodeConstructor("FreeCamera", (name, scene) => {
         // Forcing to use the Universal camera
         return () => new UniversalCamera(name, Vector3.Zero(), scene);
@@ -307,4 +306,3 @@ module BABYLON {
             return "FreeCamera";
         }
     }
-}

+ 1 - 3
src/Cameras/freeCameraInputsManager.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Default Inputs manager for the FreeCamera.
      * It groups all the default supported inputs for ease of use.
@@ -58,5 +57,4 @@ module BABYLON {
             this.add(new FreeCameraVirtualJoystickInput());
             return this;
         }
-    }
-}
+    }

+ 1 - 3
src/Cameras/gamepadCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     Node.AddNodeConstructor("GamepadCamera", (name, scene) => {
         return () => new GamepadCamera(name, Vector3.Zero(), scene);
     });
@@ -29,5 +28,4 @@ module BABYLON {
         public getClassName(): string {
             return "GamepadCamera";
         }
-    }
-}
+    }

+ 0 - 2
src/Cameras/targetCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * A target camera takes a mesh or position as a target and continues to look at it while it moves.
      * This is the base of the follow, arc rotate cameras and Free camera
@@ -474,4 +473,3 @@ module BABYLON {
             return "TargetCamera";
         }
     }
-}

+ 1 - 3
src/Cameras/touchCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     Node.AddNodeConstructor("TouchCamera", (name, scene) => {
         return () => new TouchCamera(name, Vector3.Zero(), scene);
     });
@@ -80,5 +79,4 @@ module BABYLON {
                 mouse.touchEnabled = false;
             }
         }
-    }
-}
+    }

+ 1 - 3
src/Cameras/universalCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
      * which still works and will still be found in many Playgrounds.
@@ -65,5 +64,4 @@ module BABYLON {
         public getClassName(): string {
             return "UniversalCamera";
         }
-    }
-}
+    }

+ 1 - 3
src/Cameras/virtualJoysticksCamera.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     Node.AddNodeConstructor("VirtualJoysticksCamera", (name, scene) => {
         return () => new VirtualJoysticksCamera(name, Vector3.Zero(), scene);
     });
@@ -32,5 +31,4 @@ module BABYLON {
         public getClassName(): string {
             return "VirtualJoysticksCamera";
         }
-    }
-}
+    }

+ 1 - 3
src/Collisions/collider.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     var intersectBoxAASphere = (boxMin: Vector3, boxMax: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean => {
         if (boxMin.x > sphereCenter.x + sphereRadius) {
             return false;
@@ -401,5 +400,4 @@ module BABYLON {
 
             this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
         }
-    }
-}
+    }

+ 0 - 3
src/Collisions/collisionCoordinator.ts

@@ -1,5 +1,3 @@
-module BABYLON {
-
     //WebWorker code will be inserted to this variable.
     /** @hidden */
     export var CollisionWorker = "";
@@ -463,4 +461,3 @@ module BABYLON {
             this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
         }
     }
-}

+ 0 - 3
src/Collisions/collisionWorker.ts

@@ -3,8 +3,6 @@ declare function importScripts(...urls: string[]): void;
 // since typescript doesn't understand the file's execution context, we need to override postMessage's signature for error-free compilation
 const safePostMessage: any = self.postMessage;
 
-module BABYLON {
-
     //If this file is included in the main thread, this will be initialized.
     /** @hidden */
     export var WorkerIncluded: boolean = true;
@@ -300,4 +298,3 @@ module BABYLON {
     } catch (e) {
         console.log("single worker init");
     }
-}

+ 0 - 2
src/Collisions/pickingInfo.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * @hidden
      */
@@ -148,4 +147,3 @@ module BABYLON {
             return new Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
         }
     }
-}

+ 1 - 3
src/Culling/Octrees/octree.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Contains an array of blocks representing the octree
      */
@@ -174,5 +173,4 @@ module BABYLON {
                 block.entries.push(entry);
             }
         }
-    }
-}
+    }

+ 1 - 3
src/Culling/Octrees/octreeBlock.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Class used to store a cell in an octree
      * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
@@ -191,5 +190,4 @@ module BABYLON {
         public createInnerBlocks(): void {
             Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
         }
-    }
-}
+    }

+ 0 - 2
src/Culling/Octrees/octreeSceneComponent.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     export interface Scene {
         /**
          * @hidden
@@ -230,4 +229,3 @@ module BABYLON {
             // Nothing to do here.
         }
     }
-}

+ 1 - 3
src/Culling/boundingBox.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Class used to store bounding box information
      */
@@ -314,5 +313,4 @@ module BABYLON {
             }
             return true;
         }
-    }
-}
+    }

+ 1 - 3
src/Culling/boundingInfo.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     const _result0 = { min: 0, max: 0};
     const _result1 = { min: 0, max: 0};
     const computeBoxExtents = (axis: Readonly<Vector3>, box: Readonly<BoundingBox>, result: {min: number, max: number}) => {
@@ -248,5 +247,4 @@ module BABYLON {
 
             return true;
         }
-    }
-}
+    }

+ 1 - 3
src/Culling/boundingSphere.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Class used to store bounding sphere information
      */
@@ -145,5 +144,4 @@ module BABYLON {
 
             return true;
         }
-    }
-}
+    }

+ 1 - 3
src/Culling/ray.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Class representing a ray with position and direction
      */
@@ -490,5 +489,4 @@ module BABYLON {
                 result.length *= len;
             }
         }
-    }
-}
+    }

+ 0 - 3
src/Debug/debugLayer.ts

@@ -1,5 +1,3 @@
-module BABYLON {
-
     // declare INSPECTOR namespace for compilation issue
     declare var INSPECTOR: any;
     // load the inspector using require, if not present in the global namespace.
@@ -174,4 +172,3 @@ module BABYLON {
             return this._inspector ? this._inspector.getActiveTabIndex() : -1;
         }
     }
-}

+ 1 - 3
src/Debug/rayHelper.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * As raycast might be hard to debug, the RayHelper can help rendering the different rays
      * in order to better appreciate the issue one might have.
@@ -207,5 +206,4 @@ module BABYLON {
             this.detachFromMesh();
             this.ray = null;
         }
-    }
-}
+    }

+ 1 - 3
src/Engine/Extensions/engine.occlusionQuery.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /** @hidden */
     class _OcclusionDataStorage {
         /** @hidden */
@@ -446,5 +445,4 @@ module BABYLON {
         }
 
         return dataStorage.isOccluded;
-    };
-}
+    };

+ 1 - 3
src/Engine/Extensions/engine.transformFeedback.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     export interface Engine {
         /**
          * Creates a webGL transform feedback object
@@ -70,5 +69,4 @@ module BABYLON {
 
     Engine.prototype.bindTransformFeedbackBuffer = function(value: Nullable<WebGLBuffer>): void {
         this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
-    };
-}
+    };

+ 0 - 2
src/Engine/engine.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Keeps track of all the buffer info used in engine.
      */
@@ -7545,4 +7544,3 @@ module BABYLON {
             }
         }
     }
-}

+ 0 - 3
src/Engine/nullEngine.ts

@@ -1,5 +1,3 @@
-module BABYLON {
-
     /**
      * Options to create the null engine
      */
@@ -524,4 +522,3 @@ module BABYLON {
         public _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex: number = 0, lod: number = 0) {
         }
     }
-}

+ 1 - 3
src/Events/keyboardEvents.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Gather the list of keyboard event types as constants.
      */
@@ -63,5 +62,4 @@ module BABYLON {
             super(type, event);
             this.skipOnPointerObservable = false;
         }
-    }
-}
+    }

+ 1 - 3
src/Events/pointerEvents.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Gather the list of pointer event types as constants.
      */
@@ -107,5 +106,4 @@ module BABYLON {
             public pickInfo: Nullable<PickingInfo>) {
             super(type, event);
         }
-    }
-}
+    }

+ 1 - 3
src/Gamepad/Controllers/daydreamController.ts

@@ -1,4 +1,3 @@
-module BABYLON {
     /**
      * Google Daydream controller
      */
@@ -61,5 +60,4 @@ module BABYLON {
                 Tools.Warn(`Unrecognized Daydream button index: ${buttonIdx}`);
             }
         }
-    }
-}
+    }

+ 0 - 0
src/Gamepad/Controllers/gearVRController.ts


部分文件因为文件数量过多而无法显示