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Improving intellisense
Fixing setTarget for ArcRotateCamera

David Catuhe 10 年之前
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e1ccf62378

文件差异内容过多而无法显示
+ 707 - 654
dist/preview release - beta/babylon.2.2.d.ts


文件差异内容过多而无法显示
+ 4 - 5
dist/preview release - beta/babylon.2.2.js


+ 18 - 9
dist/preview release - beta/babylon.2.2.max.js

@@ -11517,6 +11517,9 @@ var BABYLON;
             this.beta = Math.acos(radiusv3.y / this.radius);
             this._checkLimits();
         };
+        ArcRotateCamera.prototype.setTarget = function (target) {
+            this.target = target;
+        };
         ArcRotateCamera.prototype._getViewMatrix = function () {
             // Compute
             var cosa = Math.cos(this.alpha);
@@ -15240,7 +15243,8 @@ var BABYLON;
             if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
                 return;
             }
-            for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
+            var callbackIndex;
+            for (callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
                 this._onBeforeRenderCallbacks[callbackIndex](this);
             }
             var engine = scene.getEngine();
@@ -15361,7 +15365,8 @@ var BABYLON;
         };
         Mesh.prototype.setMaterialByID = function (id) {
             var materials = this.getScene().materials;
-            for (var index = 0; index < materials.length; index++) {
+            var index;
+            for (index = 0; index < materials.length; index++) {
                 if (materials[index].id === id) {
                     this.material = materials[index];
                     return;
@@ -15395,7 +15400,8 @@ var BABYLON;
             this._resetPointsArrayCache();
             var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
             var temp = [];
-            for (var index = 0; index < data.length; index += 3) {
+            var index;
+            for (index = 0; index < data.length; index += 3) {
                 BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
             }
             this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
@@ -15528,8 +15534,10 @@ var BABYLON;
             var data = [];
             var newdata = [];
             var updatableNormals = false;
-            for (var kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
-                var kind = kinds[kindIndex];
+            var kindIndex;
+            var kind;
+            for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
+                kind = kinds[kindIndex];
                 var vertexBuffer = this.getVertexBuffer(kind);
                 if (kind === BABYLON.VertexBuffer.NormalKind) {
                     updatableNormals = vertexBuffer.isUpdatable();
@@ -15546,7 +15554,8 @@ var BABYLON;
             var indices = this.getIndices();
             var totalIndices = this.getTotalIndices();
             // Generating unique vertices per face
-            for (var index = 0; index < totalIndices; index++) {
+            var index;
+            for (index = 0; index < totalIndices; index++) {
                 var vertexIndex = indices[index];
                 for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
                     kind = kinds[kindIndex];
@@ -15595,13 +15604,14 @@ var BABYLON;
         Mesh.prototype.flipFaces = function (flipNormals) {
             if (flipNormals === void 0) { flipNormals = false; }
             var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
+            var i;
             if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
-                for (var i = 0; i < vertex_data.normals.length; i++) {
+                for (i = 0; i < vertex_data.normals.length; i++) {
                     vertex_data.normals[i] *= -1;
                 }
             }
             var temp;
-            for (var i = 0; i < vertex_data.indices.length; i += 3) {
+            for (i = 0; i < vertex_data.indices.length; i += 3) {
                 // reassign indices
                 temp = vertex_data.indices[i + 1];
                 vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
@@ -15996,7 +16006,6 @@ var BABYLON;
             radius = radius || 1;
             tessellation = tessellation || radius * 60;
             var pi2 = Math.PI * 2;
-            var Y = BABYLON.Axis.Y;
             var shapeLathe = new Array();
             // first rotatable point
             var i = 0;

文件差异内容过多而无法显示
+ 4 - 5
dist/preview release - beta/babylon.2.2.noworker.js


+ 3 - 0
src/Cameras/babylon.arcRotateCamera.js

@@ -458,6 +458,9 @@ var BABYLON;
             this.beta = Math.acos(radiusv3.y / this.radius);
             this._checkLimits();
         };
+        ArcRotateCamera.prototype.setTarget = function (target) {
+            this.target = target;
+        };
         ArcRotateCamera.prototype._getViewMatrix = function () {
             // Compute
             var cosa = Math.cos(this.alpha);

+ 4 - 0
src/Cameras/babylon.arcRotateCamera.ts

@@ -503,6 +503,10 @@
             this._checkLimits();
         }
 
+        public setTarget(target: Vector3): void {
+            this.target = target;
+        }
+
         public _getViewMatrix(): Matrix {
             // Compute
             var cosa = Math.cos(this.alpha);

+ 15 - 9
src/Mesh/babylon.mesh.js

@@ -620,7 +620,8 @@ var BABYLON;
             if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
                 return;
             }
-            for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
+            var callbackIndex;
+            for (callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
                 this._onBeforeRenderCallbacks[callbackIndex](this);
             }
             var engine = scene.getEngine();
@@ -741,7 +742,8 @@ var BABYLON;
         };
         Mesh.prototype.setMaterialByID = function (id) {
             var materials = this.getScene().materials;
-            for (var index = 0; index < materials.length; index++) {
+            var index;
+            for (index = 0; index < materials.length; index++) {
                 if (materials[index].id === id) {
                     this.material = materials[index];
                     return;
@@ -775,7 +777,8 @@ var BABYLON;
             this._resetPointsArrayCache();
             var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
             var temp = [];
-            for (var index = 0; index < data.length; index += 3) {
+            var index;
+            for (index = 0; index < data.length; index += 3) {
                 BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
             }
             this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
@@ -908,8 +911,10 @@ var BABYLON;
             var data = [];
             var newdata = [];
             var updatableNormals = false;
-            for (var kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
-                var kind = kinds[kindIndex];
+            var kindIndex;
+            var kind;
+            for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
+                kind = kinds[kindIndex];
                 var vertexBuffer = this.getVertexBuffer(kind);
                 if (kind === BABYLON.VertexBuffer.NormalKind) {
                     updatableNormals = vertexBuffer.isUpdatable();
@@ -926,7 +931,8 @@ var BABYLON;
             var indices = this.getIndices();
             var totalIndices = this.getTotalIndices();
             // Generating unique vertices per face
-            for (var index = 0; index < totalIndices; index++) {
+            var index;
+            for (index = 0; index < totalIndices; index++) {
                 var vertexIndex = indices[index];
                 for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
                     kind = kinds[kindIndex];
@@ -975,13 +981,14 @@ var BABYLON;
         Mesh.prototype.flipFaces = function (flipNormals) {
             if (flipNormals === void 0) { flipNormals = false; }
             var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
+            var i;
             if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
-                for (var i = 0; i < vertex_data.normals.length; i++) {
+                for (i = 0; i < vertex_data.normals.length; i++) {
                     vertex_data.normals[i] *= -1;
                 }
             }
             var temp;
-            for (var i = 0; i < vertex_data.indices.length; i += 3) {
+            for (i = 0; i < vertex_data.indices.length; i += 3) {
                 // reassign indices
                 temp = vertex_data.indices[i + 1];
                 vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
@@ -1376,7 +1383,6 @@ var BABYLON;
             radius = radius || 1;
             tessellation = tessellation || radius * 60;
             var pi2 = Math.PI * 2;
-            var Y = BABYLON.Axis.Y;
             var shapeLathe = new Array();
             // first rotatable point
             var i = 0;

+ 23 - 15
src/Mesh/babylon.mesh.ts

@@ -707,8 +707,8 @@
             if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
                 return;
             }
-
-            for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
+            var callbackIndex: number;
+            for (callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
                 this._onBeforeRenderCallbacks[callbackIndex](this);
             }
 
@@ -862,7 +862,8 @@
 
         public setMaterialByID(id: string): void {
             var materials = this.getScene().materials;
-            for (var index = 0; index < materials.length; index++) {
+            var index: number;
+            for (index = 0; index < materials.length; index++) {
                 if (materials[index].id === id) {
                     this.material = materials[index];
                     return;
@@ -904,7 +905,8 @@
 
             var data = this.getVerticesData(VertexBuffer.PositionKind);
             var temp = [];
-            for (var index = 0; index < data.length; index += 3) {
+            var index: number;
+            for (index = 0; index < data.length; index += 3) {
                 Vector3.TransformCoordinates(Vector3.FromArray(data, index), transform).toArray(temp, index);
             }
 
@@ -1069,8 +1071,10 @@
             var data = [];
             var newdata = [];
             var updatableNormals = false;
-            for (var kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
-                var kind = kinds[kindIndex];
+            var kindIndex: number;
+            var kind: string;
+            for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
+                kind = kinds[kindIndex];
                 var vertexBuffer = this.getVertexBuffer(kind);
 
                 if (kind === VertexBuffer.NormalKind) {
@@ -1092,7 +1096,8 @@
             var totalIndices = this.getTotalIndices();
 
             // Generating unique vertices per face
-            for (var index = 0; index < totalIndices; index++) {
+            var index: number;
+            for (index = 0; index < totalIndices; index++) {
                 var vertexIndex = indices[index];
 
                 for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
@@ -1152,15 +1157,15 @@
         // will inverse faces orientations, and invert normals too if specified
         public flipFaces(flipNormals: boolean = false): void {
             var vertex_data = VertexData.ExtractFromMesh(this);
-
+            var i: number;
             if (flipNormals && this.isVerticesDataPresent(VertexBuffer.NormalKind)) {
-                for (var i = 0; i < vertex_data.normals.length; i++) {
+                for (i = 0; i < vertex_data.normals.length; i++) {
                     vertex_data.normals[i] *= -1;
                 }
             }
 
             var temp;
-            for (var i = 0; i < vertex_data.indices.length; i += 3) {
+            for (i = 0; i < vertex_data.indices.length; i += 3) {
                 // reassign indices
                 temp = vertex_data.indices[i + 1];
                 vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
@@ -1330,7 +1335,8 @@
             return disc;
         }
 
-        public static CreateBox(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number);
+        public static CreateBox(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
+        public static CreateBox(name: string, options: { width?: number, height?: number, depth?: number, sideOrientation?: number, updatable?: boolean}, scene: Scene): Mesh;
         public static CreateBox(name: string, options: any, scene: Scene, updatable?: boolean, sideOrientation: number = Mesh.DEFAULTSIDE): Mesh {
             // Check parameters
             updatable = updatable || options.updatable;
@@ -1343,7 +1349,8 @@
             return box;
         }
 
-        public static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number);
+        public static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
+        public static CreateSphere(name: string, options: { segments?: number, diameterX?: number, diameterY?: number, diameterZ?: number, sideOrientation?: number, updatable?: boolean}, scene: any): Mesh;
         public static CreateSphere(name: string, options: any, diameterOrScene: any, scene?: Scene, updatable?: boolean, sideOrientation: number = Mesh.DEFAULTSIDE): Mesh {
             if (diameterOrScene instanceof Scene) {
                 scene = diameterOrScene;
@@ -1587,7 +1594,6 @@
             radius = radius || 1;
             tessellation = tessellation || radius * 60;
             var pi2 = Math.PI * 2;
-            var Y = Axis.Y;
             var shapeLathe = new Array<Vector3>();
 
             // first rotatable point
@@ -1618,7 +1624,8 @@
         }
 
         // Plane & ground
-        public static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number);
+        public static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
+        public static CreatePlane(name: string, options: { width?: number, height?: number, sideOrientation?: number, updatable?: boolean}, scene: Scene): Mesh;
         public static CreatePlane(name: string, options: any, scene: Scene, updatable?: boolean, sideOrientation: number = Mesh.DEFAULTSIDE): Mesh {
             var plane = new Mesh(name, scene);
 
@@ -1629,7 +1636,8 @@
             return plane;
         }
 
-        public static CreateGround(name: string, width: number, height: number, subdivisions: number, scene: Scene, updatable?: boolean);
+        public static CreateGround(name: string, width: number, height: number, subdivisions: number, scene: Scene, updatable?: boolean): Mesh;
+        public static CreateGround(name: string, options: { width?: number, height?: number, subdivisions?: number, sideOrientation?: number, updatable?: boolean }, scene: any): Mesh;
         public static CreateGround(name: string, options: any, heightOrScene: any, subdivisions?: number, scene?: Scene, updatable?: boolean): Mesh {
             if (heightOrScene instanceof Scene) {
                 scene = heightOrScene;

+ 8 - 2
src/Mesh/babylon.mesh.vertexData.ts

@@ -574,6 +574,8 @@
             return vertexData;
         }
 
+        public static CreateBox(options: { width?: number, height?: number, depth?: number, sideOrientation?: number }): VertexData;
+        public static CreateBox(size: number, sideOrientation?: number): VertexData;
         public static CreateBox(options: any, sideOrientation: number = Mesh.DEFAULTSIDE): VertexData {
             var normalsSource = [
                 new Vector3(0, 0, 1),
@@ -660,7 +662,8 @@
 
             return vertexData;
         }
-
+        public static CreateSphere(options: { segments?: number, diameterX?: number, diameterY?: number, diameterZ?: number, sideOrientation?: number }): VertexData;
+        public static CreateSphere(segments: number, diameter?: number, sideOrientation?: number): VertexData;
         public static CreateSphere(options: any, diameter?: number, sideOrientation: number = Mesh.DEFAULTSIDE): VertexData {
             var segments: number;
             var diameterX: number;
@@ -984,6 +987,8 @@
             return vertexData;
         }
 
+        public static CreateGround(options: { width?: number, height?: number, subdivisions?: number, sideOrientation?: number }): VertexData;
+        public static CreateGround(width: number, height: number, subdivisions?: number): VertexData;
         public static CreateGround(options: any, height?: number, subdivisions?: number): VertexData {
             var indices = [];
             var positions = [];
@@ -1172,7 +1177,8 @@
 
             return vertexData;
         }
-
+        public static CreatePlane(options: { width?: number, height?: number, sideOrientation?: number }): VertexData;
+        public static CreatePlane(size: number, sideOrientation?: number): VertexData;
         public static CreatePlane(options: any, sideOrientation: number = Mesh.DEFAULTSIDE): VertexData {
             var indices = [];
             var positions = [];