Forráskód Böngészése

Should at least compile

sebastien 6 éve
szülő
commit
fcdf2fcec4

+ 1 - 1
src/Materials/uniformBuffer.ts

@@ -536,7 +536,7 @@ import { Effect, BaseTexture } from "Materials";
         }
 
         private _updateMatrixForUniform(name: string, mat: Matrix) {
-            this.updateUniform(name, mat.toArray(), 16);
+            this.updateUniform(name, <any>mat.toArray(), 16);
         }
 
         private _updateVector3ForEffect(name: string, vector: Vector3) {

+ 1 - 0
src/Particles/IParticleSystem.ts

@@ -6,6 +6,7 @@ import { BaseTexture, Texture } from "Materials";
 import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "Particles";
 import { Scene } from "scene";
 import { ColorGradient, FactorGradient, Color3Gradient } from "Tools";
+import { Animation } from "Animations";
 
     /**
      * Interface representing a particle system in Babylon.js.

+ 2 - 1
src/Particles/particleSystem.ts

@@ -1,11 +1,12 @@
 import { Nullable } from "types";
 import { IAnimatable, Observable, Observer, Tools, FactorGradient, ColorGradient, Color3Gradient } from "Tools";
 import { Color4, Color3, Vector3, Matrix, Tmp, ISize, Scalar, Vector4 } from "Math";
-import { AbstractMesh, VertexBuffer } from "Mesh";
+import { AbstractMesh, VertexBuffer, Buffer } from "Mesh";
 import { IParticleSystem, BaseParticleSystem, Particle, SubEmitter, SubEmitterType, BoxParticleEmitter, IParticleEmitterType, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "Particles";
 import { Material, ImageProcessingConfiguration, Effect, Texture, RawTexture, ProceduralTexture, MaterialHelper } from "Materials";
 import { Engine } from "Engine";
 import { Scene, IDisposable } from "scene";
+import { Animation } from "Animations";
     /**
      * This represents a particle system in Babylon.
      * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.

+ 3 - 2
src/Particles/particleSystemComponent.ts

@@ -1,11 +1,12 @@
 import { Mesh } from "Mesh";
-import { IParticleSystem } from "Particles";
+import { IParticleSystem, GPUParticleSystem } from "Particles";
 import { AbstractScene } from "abstractScene";
-import { Effect } from "Materials";
+import { Effect, EffectFallbacks } from "Materials";
 import { Engine } from "Engine";
 import { ParticleSystem } from "Particles";
 import { Scene } from "scene";
 import { SceneComponentConstants } from "sceneComponent";
+import { AssetContainer } from "index";
     // Adds the parsers to the scene parsers.
     AbstractScene.AddParser(SceneComponentConstants.NAME_PARTICLESYSTEM, (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => {
 

+ 2 - 0
src/Rendering/edgesRenderer.ts

@@ -74,6 +74,7 @@ declare module "Mesh/LinesMesh" {
         return this;
     };
 
+declare module "Mesh/InstancedMesh" {
     export interface InstancedMesh {
         /**
          * Enables the edge rendering mode on the mesh.
@@ -85,6 +86,7 @@ declare module "Mesh/LinesMesh" {
          */
         enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedMesh;
     }
+}
 
     InstancedMesh.prototype.enableEdgesRendering = function(epsilon = 0.95, checkVerticesInsteadOfIndices = false): InstancedMesh {
         if (this.sourceMesh.getClassName() === 'LinesMesh') {