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任建锋
yt
Commits
e8cfdc1a
Commit
e8cfdc1a
authored
Jul 04, 2018
by
任建锋
Browse files
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Plain Diff
public scene ...
parent
fe924dd3
Changes
7
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7 changed files
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177 additions
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45 deletions
+177
-45
package_20180704163837.json
.history/package_20180704163837.json
+14
-0
SceneManager_20180704163818.ts
.history/src/manager/SceneManager_20180704163818.ts
+131
-0
SceneManager.js
dist/manager/SceneManager.js
+18
-28
SceneManager.js.map
dist/manager/SceneManager.js.map
+1
-1
package.json
package.json
+1
-1
SceneManager.ts
src/manager/SceneManager.ts
+9
-9
SceneManager.d.ts
types/manager/SceneManager.d.ts
+3
-6
No files found.
.history/package_20180704163837.json
0 → 100644
View file @
e8cfdc1a
{
"name"
:
"yt"
,
"version"
:
"1.0.4"
,
"description"
:
"基于Babylonjs的3D框架"
,
"main"
:
"./dist/index.js"
,
"types"
:
"./types/index.d.ts"
,
"scripts"
:
{
},
"author"
:
""
,
"license"
:
"ISC"
,
"dependencies"
:
{
"tc"
:
"git+ssh://git@gitlab2.dui88.com:clq/tc.git#1.0"
}
}
\ No newline at end of file
.history/src/manager/SceneManager_20180704163818.ts
0 → 100644
View file @
e8cfdc1a
export
class
SceneManager
{
public
stage
;
public
scene
:
BABYLON
.
Scene
;
public
canvas
;
public
engine
;
private
static
instance
:
SceneManager
;
public
static
get
ins
():
SceneManager
{
if
(
!
this
.
instance
)
{
this
.
instance
=
new
SceneManager
();
}
return
this
.
instance
;
}
constructor
(){
this
.
canvas
=
document
.
querySelector
(
"#renderCanvas"
);
this
.
engine
=
new
BABYLON
.
Engine
(
this
.
canvas
,
true
);
var
createScene
=
function
(){
{
var
scene
=
new
BABYLON
.
Scene
(
this
.
_engine
);
//下面的代码是为了设置微信上面的touch事件兼容
var
n
=
scene
.
_onPointerUp
,
o
=
scene
.
_onPointerDown
,
r
=
scene
.
_onPointerMove
,
a
=
BABYLON
.
Tools
.
GetPointerPrefix
();
this
.
_canvas
.
removeEventListener
(
a
+
"move"
,
r
),
this
.
_canvas
.
removeEventListener
(
a
+
"down"
,
o
),
window
.
removeEventListener
(
a
+
"up"
,
n
),
scene
.
_onPointerUp
=
function
(
e
)
{
void
0
!==
e
.
pointerId
&&
n
(
e
)
}
,
scene
.
_onPointerDown
=
function
(
e
)
{
void
0
!==
e
.
pointerId
&&
o
(
e
)
}
,
scene
.
_onPointerMove
=
function
(
e
)
{
void
0
!==
e
.
pointerId
&&
r
(
e
)
}
,
this
.
_canvas
.
addEventListener
(
a
+
"move"
,
scene
.
_onPointerMove
,
!
1
),
this
.
_canvas
.
addEventListener
(
a
+
"down"
,
scene
.
_onPointerDown
,
!
1
),
window
.
addEventListener
(
a
+
"up"
,
scene
.
_onPointerUp
,
!
1
);
//下面的代码是为了设置微信上面的touch事件兼容
var
camera
=
new
BABYLON
.
FreeCamera
(
"baseCamera"
,
new
BABYLON
.
Vector3
(
0
,
0
,
0
),
scene
);
this
.
_engine
.
setHardwareScalingLevel
(
0.6
)
return
scene
;
}
}.
bind
(
this
)
this
.
scene
=
createScene
();
this
.
engine
.
runRenderLoop
(
function
()
{
this
.
_scene
.
render
();
TWEEN
.
update
();
}.
bind
(
this
));
window
.
addEventListener
(
"resize"
,
function
()
{
this
.
_engine
.
resize
();
}.
bind
(
this
));
}
/* public get stage(): any {
return this._stage;
}*/
/* public get scene(): BABYLON.Scene {
return this._scene;
}
public get canvas(): any {
return this._canvas;
}
public get engine(): any {
return this._engine;
} */
public
change
(
display
){
/* console.log(display)
var i;
for(i in display){
console.log(display[i])
}*/
/* for(var l of SceneManager.ins.scene.meshes){
l.dispose()
} */
SceneManager
.
ins
.
scene
.
meshes
=
[]
/*var j;
for(j in SceneManager.ins.stage){
console.log(SceneManager.ins.stage[j])
if( SceneManager.ins.stage[j]){
if(SceneManager.ins.stage[j].getChildMeshes){
SceneManager.ins.stage[j].getChildMeshes(false,(child)=>{
child.dispose();
});
}
if( SceneManager.ins.stage[j].dispose){
SceneManager.ins.stage[j].dispose()
}
}
}*/
SceneManager
.
ins
.
stage
=
display
;
}
/* public change(module){
// console.log(this._stage._children)
if(this.stage._children){
this.stage._children.forEach(function (child) {
this.stage.removeChild(child)
child.dispose()
}.bind(this))
}
this.stage.addChild(module)
// console.log( this._scene)
}*/
}
\ No newline at end of file
dist/manager/SceneManager.js
View file @
e8cfdc1a
...
@@ -2,8 +2,8 @@
...
@@ -2,8 +2,8 @@
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
SceneManager
=
/** @class */
(
function
()
{
var
SceneManager
=
/** @class */
(
function
()
{
function
SceneManager
()
{
function
SceneManager
()
{
this
.
_
canvas
=
document
.
querySelector
(
"#renderCanvas"
);
this
.
canvas
=
document
.
querySelector
(
"#renderCanvas"
);
this
.
_engine
=
new
BABYLON
.
Engine
(
this
.
_
canvas
,
true
);
this
.
engine
=
new
BABYLON
.
Engine
(
this
.
canvas
,
true
);
var
createScene
=
function
()
{
var
createScene
=
function
()
{
{
{
var
scene
=
new
BABYLON
.
Scene
(
this
.
_engine
);
var
scene
=
new
BABYLON
.
Scene
(
this
.
_engine
);
...
@@ -33,8 +33,8 @@ var SceneManager = /** @class */ (function () {
...
@@ -33,8 +33,8 @@ var SceneManager = /** @class */ (function () {
return
scene
;
return
scene
;
}
}
}.
bind
(
this
);
}.
bind
(
this
);
this
.
_
scene
=
createScene
();
this
.
scene
=
createScene
();
this
.
_
engine
.
runRenderLoop
(
function
()
{
this
.
engine
.
runRenderLoop
(
function
()
{
this
.
_scene
.
render
();
this
.
_scene
.
render
();
TWEEN
.
update
();
TWEEN
.
update
();
}.
bind
(
this
));
}.
bind
(
this
));
...
@@ -52,30 +52,20 @@ var SceneManager = /** @class */ (function () {
...
@@ -52,30 +52,20 @@ var SceneManager = /** @class */ (function () {
enumerable
:
true
,
enumerable
:
true
,
configurable
:
true
configurable
:
true
});
});
Object
.
defineProperty
(
SceneManager
.
prototype
,
"scene"
,
{
/* public get stage(): any {
/* public get stage(): any {
return this._stage;
return this._stage;
}*/
}*/
/* public get scene(): BABYLON.Scene {
get
:
function
()
{
return this._scene;
return
this
.
_scene
;
}
},
enumerable
:
true
,
public get canvas(): any {
configurable
:
true
return this._canvas;
});
}
Object
.
defineProperty
(
SceneManager
.
prototype
,
"canvas"
,
{
get
:
function
()
{
public get engine(): any {
return
this
.
_canvas
;
return this._engine;
},
} */
enumerable
:
true
,
configurable
:
true
});
Object
.
defineProperty
(
SceneManager
.
prototype
,
"engine"
,
{
get
:
function
()
{
return
this
.
_engine
;
},
enumerable
:
true
,
configurable
:
true
});
SceneManager
.
prototype
.
change
=
function
(
display
)
{
SceneManager
.
prototype
.
change
=
function
(
display
)
{
/* console.log(display)
/* console.log(display)
var i;
var i;
...
...
dist/manager/SceneManager.js.map
View file @
e8cfdc1a
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\ No newline at end of file
\ No newline at end of file
package.json
View file @
e8cfdc1a
{
{
"name"
:
"yt"
,
"name"
:
"yt"
,
"version"
:
"1.0.
3
"
,
"version"
:
"1.0.
4
"
,
"description"
:
"基于Babylonjs的3D框架"
,
"description"
:
"基于Babylonjs的3D框架"
,
"main"
:
"./dist/index.js"
,
"main"
:
"./dist/index.js"
,
"types"
:
"./types/index.d.ts"
,
"types"
:
"./types/index.d.ts"
,
...
...
src/manager/SceneManager.ts
View file @
e8cfdc1a
...
@@ -2,9 +2,9 @@
...
@@ -2,9 +2,9 @@
export
class
SceneManager
{
export
class
SceneManager
{
public
stage
;
public
stage
;
p
rivate
_
scene
:
BABYLON
.
Scene
;
p
ublic
scene
:
BABYLON
.
Scene
;
p
rivate
_
canvas
;
p
ublic
canvas
;
p
rivate
_
engine
;
p
ublic
engine
;
private
static
instance
:
SceneManager
;
private
static
instance
:
SceneManager
;
...
@@ -17,8 +17,8 @@ export class SceneManager{
...
@@ -17,8 +17,8 @@ export class SceneManager{
constructor
(){
constructor
(){
this
.
_
canvas
=
document
.
querySelector
(
"#renderCanvas"
);
this
.
canvas
=
document
.
querySelector
(
"#renderCanvas"
);
this
.
_engine
=
new
BABYLON
.
Engine
(
this
.
_
canvas
,
true
);
this
.
engine
=
new
BABYLON
.
Engine
(
this
.
canvas
,
true
);
var
createScene
=
function
(){
var
createScene
=
function
(){
{
{
...
@@ -59,9 +59,9 @@ export class SceneManager{
...
@@ -59,9 +59,9 @@ export class SceneManager{
}
}
}.
bind
(
this
)
}.
bind
(
this
)
this
.
_
scene
=
createScene
();
this
.
scene
=
createScene
();
this
.
_
engine
.
runRenderLoop
(
function
()
{
this
.
engine
.
runRenderLoop
(
function
()
{
this
.
_scene
.
render
();
this
.
_scene
.
render
();
TWEEN
.
update
();
TWEEN
.
update
();
}.
bind
(
this
));
}.
bind
(
this
));
...
@@ -75,7 +75,7 @@ export class SceneManager{
...
@@ -75,7 +75,7 @@ export class SceneManager{
return this._stage;
return this._stage;
}*/
}*/
public
get
scene
():
BABYLON
.
Scene
{
/*
public get scene(): BABYLON.Scene {
return this._scene;
return this._scene;
}
}
...
@@ -85,7 +85,7 @@ export class SceneManager{
...
@@ -85,7 +85,7 @@ export class SceneManager{
public get engine(): any {
public get engine(): any {
return this._engine;
return this._engine;
}
}
*/
public
change
(
display
){
public
change
(
display
){
/* console.log(display)
/* console.log(display)
...
...
types/manager/SceneManager.d.ts
View file @
e8cfdc1a
export
declare
class
SceneManager
{
export
declare
class
SceneManager
{
stage
:
any
;
stage
:
any
;
private
_s
cene
;
scene
:
BABYLON
.
S
cene
;
private
_canvas
;
canvas
:
any
;
private
_engine
;
engine
:
any
;
private
static
instance
;
private
static
instance
;
static
readonly
ins
:
SceneManager
;
static
readonly
ins
:
SceneManager
;
constructor
();
constructor
();
readonly
scene
:
BABYLON
.
Scene
;
readonly
canvas
:
any
;
readonly
engine
:
any
;
change
(
display
:
any
):
void
;
change
(
display
:
any
):
void
;
}
}
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