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任建锋
yt
Commits
fe924dd3
Commit
fe924dd3
authored
Jul 03, 2018
by
任建锋
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parent
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8 changed files
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298 additions
and
8 deletions
+298
-8
package_20180703113327.json
.history/package_20180703113327.json
+14
-0
package_20180703121926.json
.history/package_20180703121926.json
+14
-0
SceneManager_20180628115725.ts
.history/src/manager/SceneManager_20180628115725.ts
+129
-0
SceneManager_20180703121911.ts
.history/src/manager/SceneManager_20180703121911.ts
+131
-0
SceneManager.js
dist/manager/SceneManager.js
+4
-4
SceneManager.js.map
dist/manager/SceneManager.js.map
+1
-1
package.json
package.json
+1
-1
SceneManager.ts
src/manager/SceneManager.ts
+4
-2
No files found.
.history/package_20180703113327.json
0 → 100644
View file @
fe924dd3
{
"name"
:
"yt"
,
"version"
:
"1.0.2"
,
"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/package_20180703121926.json
0 → 100644
View file @
fe924dd3
{
"name"
:
"yt"
,
"version"
:
"1.0.3"
,
"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_20180628115725.ts
0 → 100644
View file @
fe924dd3
export
class
SceneManager
{
public
stage
;
private
_scene
:
BABYLON
.
Scene
;
private
_canvas
;
private
_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
()
}
/*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
.history/src/manager/SceneManager_20180703121911.ts
0 → 100644
View file @
fe924dd3
export
class
SceneManager
{
public
stage
;
private
_scene
:
BABYLON
.
Scene
;
private
_canvas
;
private
_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 @
fe924dd3
...
...
@@ -82,10 +82,10 @@ var SceneManager = /** @class */ (function () {
for(i in display){
console.log(display[i])
}*/
for
(
var
_i
=
0
,
_a
=
SceneManager
.
ins
.
scene
.
meshes
;
_i
<
_a
.
length
;
_i
++
)
{
var
l
=
_a
[
_i
];
l
.
dispose
();
}
/* 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])
...
...
dist/manager/SceneManager.js.map
View file @
fe924dd3
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\ No newline at end of file
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\ No newline at end of file
package.json
View file @
fe924dd3
{
"name"
:
"yt"
,
"version"
:
"1.0.
1
"
,
"version"
:
"1.0.
3
"
,
"description"
:
"基于Babylonjs的3D框架"
,
"main"
:
"./dist/index.js"
,
"types"
:
"./types/index.d.ts"
,
...
...
src/manager/SceneManager.ts
View file @
fe924dd3
...
...
@@ -94,9 +94,11 @@ export class SceneManager{
console.log(display[i])
}*/
for
(
var
l
of
SceneManager
.
ins
.
scene
.
meshes
){
/*
for(var l of SceneManager.ins.scene.meshes){
l.dispose()
}
} */
SceneManager
.
ins
.
scene
.
meshes
=
[]
/*var j;
for(j in SceneManager.ins.stage){
...
...
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