Kaynağa Gözat

More Targetted import

sebastien 6 yıl önce
ebeveyn
işleme
db54a2c6f4

+ 16 - 7
src/Cameras/arcRotateCamera.ts

@@ -1,12 +1,21 @@
-import { serialize, Observable, serializeAsVector3 } from "Tools";
+import { serialize, serializeAsVector3 } from "Tools/decorators";
+import { Observable } from "Tools/observable";
 import { Nullable } from "types";
-import { Camera, TargetCamera, ArcRotateCameraPointersInput, ArcRotateCameraKeyboardMoveInput, ArcRotateCameraMouseWheelInput, ArcRotateCameraInputsManager } from "Cameras";
 import { Scene } from "scene";
-import { Matrix, Vector3, Vector2, Epsilon } from "Math";
-import { Node } from "Node";
-import { Mesh, AbstractMesh } from "Mesh";
-import { BouncingBehavior, FramingBehavior, AutoRotationBehavior } from "Behaviors";
-import { Collider } from "index";
+import { Matrix, Vector3, Vector2, Epsilon } from "Math/math";
+import { Node } from "node";
+import { AbstractMesh } from "Mesh/abstractMesh";
+import { Mesh } from "Mesh/mesh";
+import { AutoRotationBehavior } from "Behaviors/Cameras/autoRotationBehavior";
+import { BouncingBehavior } from "Behaviors/Cameras/bouncingBehavior";
+import { FramingBehavior } from "Behaviors/Cameras/framingBehavior";
+import { Collider } from "Collisions/collider";
+import { Camera } from "./camera";
+import { TargetCamera } from "./targetCamera";
+import { ArcRotateCameraPointersInput } from "Cameras/Inputs/arcRotateCameraPointersInput";
+import { ArcRotateCameraKeyboardMoveInput } from "Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
+import { ArcRotateCameraMouseWheelInput } from "Cameras/Inputs/arcRotateCameraMouseWheelInput";
+import { ArcRotateCameraInputsManager } from "Cameras/arcRotateCameraInputsManager";
 
     Node.AddNodeConstructor("ArcRotateCamera", (name, scene) => {
         return () => new ArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), scene);

+ 6 - 1
src/Cameras/arcRotateCameraInputsManager.ts

@@ -1,4 +1,9 @@
-import { ArcRotateCamera, ArcRotateCameraPointersInput, ArcRotateCameraKeyboardMoveInput, ArcRotateCameraMouseWheelInput, CameraInputsManager, ArcRotateCameraVRDeviceOrientationInput } from "Cameras";
+import { ArcRotateCamera } from "./arcRotateCamera";
+import { ArcRotateCameraVRDeviceOrientationInput } from "Cameras/inputs/arcRotateCameraVRDeviceOrientationInput";
+import { ArcRotateCameraPointersInput } from "Cameras/Inputs/arcRotateCameraPointersInput";
+import { ArcRotateCameraKeyboardMoveInput } from "Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
+import { ArcRotateCameraMouseWheelInput } from "Cameras/Inputs/arcRotateCameraMouseWheelInput";
+import { CameraInputsManager } from "Cameras/cameraInputsManager";
 
     /**
      * Default Inputs manager for the ArcRotateCamera.

+ 22 - 9
src/Cameras/camera.ts

@@ -1,14 +1,27 @@
-import { serialize, Observable, Tools, SmartArray, SerializationHelper, serializeAsVector3 } from "Tools";
+import { serialize, SerializationHelper, serializeAsVector3 } from "Tools/decorators";
+import { SmartArray } from "Tools/smartArray";
+import { Tools } from "Tools/tools";
+import { Observable } from "Tools/observable";
 import { Nullable } from "types";
-import { FreeCamera, UniversalCamera, VRCameraMetrics, TargetCamera, CameraInputsManager } from "Cameras";
+import { FreeCamera } from "./freeCamera";
+import { UniversalCamera } from "./universalCamera";
+import { VRCameraMetrics } from "Cameras/VR/vrCameraMetrics";
+import { TargetCamera } from "./targetCamera";
+import { CameraInputsManager } from "./cameraInputsManager";
 import { Scene } from "scene";
-import { Matrix, Vector3, Viewport, Plane, Frustum } from "Math";
-import { Node } from "Node";
-import { Mesh, AbstractMesh } from "Mesh";
-import { Ray, ICullable } from "Culling";
-import { RenderTargetTexture } from "Materials";
-import { PostProcess, PassPostProcess, AnaglyphPostProcess, StereoscopicInterlacePostProcess, VRDistortionCorrectionPostProcess } from "PostProcess";
-import { Animation } from "Animations";
+import { Matrix, Vector3, Viewport, Plane, Frustum } from "Math/math";
+import { Node } from "node";
+import { Mesh } from "Mesh/mesh";
+import { AbstractMesh } from "Mesh/abstractMesh";
+import { Ray } from "Culling/ray";
+import { ICullable } from "Culling/boundingInfo";
+import { RenderTargetTexture } from "Materials/Textures/renderTargetTexture";
+import { PostProcess } from "PostProcess/postProcess";
+import { PassPostProcess } from "PostProcess/passPostProcess";
+import { AnaglyphPostProcess } from "PostProcess/anaglyphPostProcess";
+import { StereoscopicInterlacePostProcess } from "PostProcess/stereoscopicInterlacePostProcess";
+import { VRDistortionCorrectionPostProcess } from "PostProcess/vrDistortionCorrectionPostProcess";
+import { Animation } from "Animations/animation";
     /**
      * This is the base class of all the camera used in the application.
      * @see http://doc.babylonjs.com/features/cameras

+ 3 - 2
src/Cameras/cameraInputsManager.ts

@@ -1,6 +1,7 @@
-import { Tools, SerializationHelper } from "Tools";
+import { Tools } from "Tools/tools";
+import { SerializationHelper } from "Tools/decorators";
 import { Nullable } from "types";
-import { ICameraInput, Camera } from "Cameras";
+import { Camera } from "./camera";
     /**
      * @ignore
      * This is a list of all the different input types that are available in the application.

+ 3 - 3
src/Cameras/deviceOrientationCamera.ts

@@ -1,7 +1,7 @@
-import { FreeCamera } from "Cameras";
+import { FreeCamera } from "./freeCamera";
 import { Scene } from "scene";
-import { Quaternion, Vector3, Axis } from "Math";
-import { Node } from "Node";
+import { Quaternion, Vector3, Axis } from "Math/math";
+import { Node } from "node";
 
     Node.AddNodeConstructor("DeviceOrientationCamera", (name, scene) => {
         return () => new DeviceOrientationCamera(name, Vector3.Zero(), scene);

+ 9 - 6
src/Cameras/flyCamera.ts

@@ -1,11 +1,14 @@
-import { serialize, serializeAsVector3 } from "Tools";
+import { serialize, serializeAsVector3 } from "Tools/decorators";
 import { Nullable } from "types";
-import { TargetCamera, FlyCameraInputsManager, FlyCameraMouseInput, FlyCameraKeyboardInput } from "Cameras";
 import { Scene } from "scene";
-import { Vector3, Quaternion } from "Math";
-import { Engine } from "Engine";
-import { AbstractMesh } from "Mesh";
-import { Collider } from "Collisions";
+import { Vector3, Quaternion } from "Math/math";
+import { Engine } from "Engine/engine";
+import { AbstractMesh } from "Mesh/abstractMesh";
+import { Collider } from "Collisions/collider";
+import { TargetCamera } from "./targetCamera";
+import { FlyCameraInputsManager } from "./flyCameraInputsManager";
+import { FlyCameraMouseInput } from "Cameras/Inputs/flyCameraMouseInput";
+import { FlyCameraKeyboardInput } from "Cameras/Inputs/flyCameraKeyboardInput";
     /**
      * 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.

+ 5 - 1
src/Cameras/flyCameraInputsManager.ts

@@ -1,4 +1,8 @@
-import { FlyCamera, CameraInputsManager, FlyCameraMouseInput, FlyCameraKeyboardInput } from "Cameras";
+import { FlyCamera } from "./flyCamera";
+import { CameraInputsManager } from "./cameraInputsManager";
+import { FlyCameraMouseInput } from "Cameras/Inputs/flyCameraMouseInput";
+import { FlyCameraKeyboardInput } from "Cameras/Inputs/flyCameraKeyboardInput";
+
     /**
      * Default Inputs manager for the FlyCamera.
      * It groups all the default supported inputs for ease of use.

+ 6 - 5
src/Cameras/followCamera.ts

@@ -1,10 +1,11 @@
-import { serialize, Tools, serializeAsMeshReference } from "Tools";
 import { Nullable } from "types";
-import { TargetCamera } from "Cameras";
+import { serialize, serializeAsMeshReference } from "Tools/decorators";
+import { Tools } from "Tools/tools";
+import { TargetCamera } from "./targetCamera";
 import { Scene } from "scene";
-import { Matrix, Vector3 } from "Math";
-import { Node } from "Node";
-import { AbstractMesh } from "Mesh";
+import { Matrix, Vector3 } from "Math/math";
+import { Node } from "node";
+import { AbstractMesh } from "Mesh/abstractMesh";
     Node.AddNodeConstructor("FollowCamera", (name, scene) => {
         return () => new FollowCamera(name, Vector3.Zero(), scene);
     });

+ 12 - 8
src/Cameras/freeCamera.ts

@@ -1,12 +1,16 @@
-import { TargetCamera, UniversalCamera, FreeCameraInputsManager, FreeCameraMouseInput, FreeCameraKeyboardMoveInput } from "Cameras";
-import { Vector3, Vector2 } from "Math";
-import { Node } from "Node";
-import { AbstractMesh } from "Mesh";
-import { Collider } from "Collisions";
-import { Scene } from "scene";
 import { Nullable } from "types";
-import { Engine } from "Engine";
-import { serializeAsVector3, serialize } from "index";
+import { serializeAsVector3, serialize } from "Tools/decorators";
+import { Vector3, Vector2 } from "Math/math";
+import { Node } from "node";
+import { AbstractMesh } from "Mesh/abstractMesh";
+import { Collider } from "Collisions/collider";
+import { Scene } from "scene";
+import { Engine } from "Engine/engine";
+import { TargetCamera } from "./targetCamera";
+import { UniversalCamera } from "./universalCamera";
+import { FreeCameraInputsManager } from "./freeCameraInputsManager";
+import { FreeCameraMouseInput } from "Cameras/Inputs/freeCameraMouseInput";
+import { FreeCameraKeyboardMoveInput } from "Cameras/Inputs/freeCameraKeyboardMoveInput";
 
     Node.AddNodeConstructor("FreeCamera", (name, scene) => {
         // Forcing to use the Universal camera

+ 8 - 1
src/Cameras/freeCameraInputsManager.ts

@@ -1,4 +1,11 @@
-import { FreeCamera, CameraInputsManager, FreeCameraKeyboardMoveInput, FreeCameraMouseInput, FreeCameraDeviceOrientationInput, FreeCameraTouchInput, FreeCameraVirtualJoystickInput } from "Cameras";
+import { FreeCamera } from "./freeCamera";
+import { CameraInputsManager } from "./cameraInputsManager";
+import { FreeCameraKeyboardMoveInput } from "Cameras/Inputs/freeCameraKeyboardMoveInput";
+import { FreeCameraMouseInput } from "Cameras/Inputs/freeCameraMouseInput";
+import { FreeCameraDeviceOrientationInput } from "Cameras/Inputs/freeCameraDeviceOrientationInput";
+import { FreeCameraTouchInput } from "Cameras/Inputs/freeCameraTouchInput";
+import { FreeCameraVirtualJoystickInput } from "Cameras/Inputs/freeCameraVirtualJoystickInput";
+
     /**
      * Default Inputs manager for the FreeCamera.
      * It groups all the default supported inputs for ease of use.

+ 3 - 3
src/Cameras/gamepadCamera.ts

@@ -1,7 +1,7 @@
-import { UniversalCamera } from "Cameras";
+import { UniversalCamera } from "./universalCamera";
 import { Scene } from "scene";
-import { Vector3 } from "Math";
-import { Node } from "Node";
+import { Vector3 } from "Math/math";
+import { Node } from "node";
     Node.AddNodeConstructor("GamepadCamera", (name, scene) => {
         return () => new GamepadCamera(name, Vector3.Zero(), scene);
     });

+ 3 - 3
src/Cameras/targetCamera.ts

@@ -1,8 +1,8 @@
-import { serialize, serializeAsVector3, serializeAsMeshReference } from "Tools";
+import { serialize, serializeAsVector3, serializeAsMeshReference } from "Tools/decorators";
 import { Nullable } from "types";
-import { Camera } from "Cameras";
+import { Camera } from "./camera";
 import { Scene } from "scene";
-import { Quaternion, Matrix, Vector3, Vector2, Epsilon, Tmp, Axis } from "Math";
+import { Quaternion, Matrix, Vector3, Vector2, Epsilon, Tmp, Axis } from "Math/math";
     /**
      * 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

+ 5 - 3
src/Cameras/touchCamera.ts

@@ -1,7 +1,9 @@
-import { FreeCamera, FreeCameraTouchInput, FreeCameraMouseInput } from "Cameras";
+import { FreeCamera } from "./freeCamera";
+import { FreeCameraTouchInput } from "Cameras/Inputs/freeCameraTouchInput";
+import { FreeCameraMouseInput } from "Cameras/Inputs/freeCameraMouseInput";
 import { Scene } from "scene";
-import { Vector3 } from "Math";
-import { Node } from "Node";
+import { Vector3 } from "Math/math";
+import { Node } from "node";
 
     Node.AddNodeConstructor("TouchCamera", (name, scene) => {
         return () => new TouchCamera(name, Vector3.Zero(), scene);

+ 3 - 2
src/Cameras/universalCamera.ts

@@ -1,6 +1,7 @@
-import { TouchCamera, FreeCameraGamepadInput } from "Cameras";
+import { TouchCamera } from "./touchCamera";
+import { FreeCameraGamepadInput } from "Cameras/Inputs/freeCameraGamepadInput";
 import { Scene } from "scene";
-import { Vector3 } from "Math";
+import { Vector3 } from "Math/math";
     /**
      * 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.

+ 3 - 3
src/Cameras/virtualJoysticksCamera.ts

@@ -1,7 +1,7 @@
-import { FreeCamera } from "Cameras";
+import { FreeCamera } from "./freeCamera";
 import { Scene } from "scene";
-import { Vector3 } from "Math";
-import {Node} from "Node";
+import { Vector3 } from "Math/math";
+import { Node } from "node";
     Node.AddNodeConstructor("VirtualJoysticksCamera", (name, scene) => {
         return () => new VirtualJoysticksCamera(name, Vector3.Zero(), scene);
     });