Explorar o código

Fixing redius to radius

DESKTOP-QJU4N0L\mityh %!s(int64=7) %!d(string=hai) anos
pai
achega
f0ba72b114

+ 4 - 4
src/Particles/babylon.coneParticleEmitter.ts

@@ -1,6 +1,6 @@
 module BABYLON {
     export class ConeParticleEmitter implements IParticleEmitterType {
-        constructor(private redius: number, private angle: number) {
+        constructor(private radius: number, private angle: number) {
         }
 
         startDirectionFunction(emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void {
@@ -19,9 +19,9 @@ module BABYLON {
 
         startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void {
             var s = ParticleSystem.randomNumber(0, Math.PI * 2);
-            var redius = ParticleSystem.randomNumber(0, this.redius);
-            var randX = redius * Math.sin(s);
-            var randZ = redius * Math.cos(s);
+            var radius = ParticleSystem.randomNumber(0, this.radius);
+            var randX = radius * Math.sin(s);
+            var randZ = radius * Math.cos(s);
 
             Vector3.TransformCoordinatesFromFloatsToRef(randX, 0, randZ, worldMatrix, positionToUpdate);
         }

+ 6 - 6
src/Particles/babylon.particleSystem.ts

@@ -568,16 +568,16 @@
             this.onDisposeObservable.clear();
         }
 
-        public createSphereEmitter(redius = 1) {
-            this._particleEmitterType = new SphereParticleEmitter(redius);
+        public createSphereEmitter(radius = 1) {
+            this._particleEmitterType = new SphereParticleEmitter(radius);
         }
 
-        public createDirectedSphereEmitter(redius = 1, direction1 = new Vector3(0, 1.0, 0), direction2 = new Vector3(0, 1.0, 0)) {
-            this._particleEmitterType = new SphereDirectedParticleEmitter(redius, direction1, direction2);
+        public createDirectedSphereEmitter(radius = 1, direction1 = new Vector3(0, 1.0, 0), direction2 = new Vector3(0, 1.0, 0)) {
+            this._particleEmitterType = new SphereDirectedParticleEmitter(radius, direction1, direction2);
         }
 
-        public createConeEmitter(redius = 1, angle = Math.PI / 4) {
-            this._particleEmitterType = new ConeParticleEmitter(redius, angle);
+        public createConeEmitter(radius = 1, angle = Math.PI / 4) {
+            this._particleEmitterType = new ConeParticleEmitter(radius, angle);
         }
 
         // this method need to be changed when breaking changes to match the sphere and cone methods and properties direction1,2 and minEmitBox,maxEmitBox to be removed from the system.

+ 6 - 6
src/Particles/babylon.sphereParticleEmitter.ts

@@ -1,6 +1,6 @@
 module BABYLON {
     export class SphereParticleEmitter implements IParticleEmitterType {
-        constructor(private redius: number) {
+        constructor(private radius: number) {
 
         }
 
@@ -13,16 +13,16 @@ module BABYLON {
         startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void {
             var phi = ParticleSystem.randomNumber(0, 2 * Math.PI);
             var theta = ParticleSystem.randomNumber(0, Math.PI);
-            var randX = this.redius * Math.cos(phi) * Math.sin(theta);
-            var randY = this.redius * Math.cos(theta);
-            var randZ = this.redius * Math.sin(phi) * Math.sin(theta);
+            var randX = this.radius * Math.cos(phi) * Math.sin(theta);
+            var randY = this.radius * Math.cos(theta);
+            var randZ = this.radius * Math.sin(phi) * Math.sin(theta);
             Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
         }
     }
 
     export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
-        constructor(redius: number, private direction1: Vector3, private direction2: Vector3) {
-            super(redius);
+        constructor(radius: number, private direction1: Vector3, private direction2: Vector3) {
+            super(radius);
         }
 
         startDirectionFunction(emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void {