提交 1d4eb937 编写于 作者: M Mr.doob

Removed more Geometry references from d.ts files.

上级 0d1eb014
import { KeyframeTrack } from './KeyframeTrack';
import { Bone } from './../objects/Bone';
import { MorphTarget } from '../core/Geometry';
import { AnimationBlendMode } from '../constants';
interface MorphTarget {
name: string;
vertices: Vector3[];
}
export class AnimationClip {
constructor( name?: string, duration?: number, tracks?: KeyframeTrack[], blendMode?: AnimationBlendMode );
......
......@@ -7,7 +7,6 @@ import { Layers } from './Layers';
import { WebGLRenderer } from './../renderers/WebGLRenderer';
import { Scene } from './../scenes/Scene';
import { Camera } from './../cameras/Camera';
import { Geometry } from './Geometry';
import { Material } from './../materials/Material';
import { Group } from './../objects/Group';
import { Raycaster } from './Raycaster';
......@@ -192,7 +191,7 @@ export class Object3D extends EventDispatcher {
renderer: WebGLRenderer,
scene: Scene,
camera: Camera,
geometry: Geometry | BufferGeometry,
geometry: BufferGeometry,
material: Material,
group: Group
) => void;
......@@ -204,7 +203,7 @@ export class Object3D extends EventDispatcher {
renderer: WebGLRenderer,
scene: Scene,
camera: Camera,
geometry: Geometry | BufferGeometry,
geometry: BufferGeometry,
material: Material,
group: Group
) => void;
......
import { Curve } from './Curve';
import { Geometry } from './../../core/Geometry';
import { Vector } from './../../math/Vector2';
export class CurvePath<T extends Vector> extends Curve<T> {
......@@ -26,17 +25,4 @@ export class CurvePath<T extends Vector> extends Curve<T> {
getPoint( t: number ): T;
getCurveLengths(): number[];
/**
* @deprecated Use {@link Geometry#setFromPoints new THREE.Geometry().setFromPoints( points )} instead.
*/
createPointsGeometry( divisions: number ): Geometry;
/**
* @deprecated Use {@link Geometry#setFromPoints new THREE.Geometry().setFromPoints( points )} instead.
*/
createSpacedPointsGeometry( divisions: number ): Geometry;
/**
* @deprecated Use {@link Geometry#setFromPoints new THREE.Geometry().setFromPoints( points )} instead.
*/
createGeometry( points: T[] ): Geometry;
}
import { Geometry } from './../core/Geometry';
import { BufferGeometry } from '../core/BufferGeometry';
import { Material } from './../materials/Material';
import { BufferAttribute } from './../core/BufferAttribute';
......@@ -7,12 +6,12 @@ import { Matrix4 } from './../math/Matrix4';
import { Color } from './../math/Color';
export class InstancedMesh <
TGeometry extends Geometry | BufferGeometry = Geometry | BufferGeometry,
BufferGeometry,
TMaterial extends Material | Material[] = Material | Material[]
> extends Mesh<TGeometry, TMaterial> {
> extends Mesh<BufferGeometry, TMaterial> {
constructor(
geometry: TGeometry,
geometry: BufferGeometry,
material: TMaterial,
count: number
);
......
import { Geometry } from './../core/Geometry';
import { Material } from './../materials/Material';
import { Raycaster } from './../core/Raycaster';
import { Object3D } from './../core/Object3D';
......@@ -6,12 +5,12 @@ import { BufferGeometry } from '../core/BufferGeometry';
import { Intersection } from '../core/Raycaster';
export class Line <
TGeometry extends Geometry | BufferGeometry = Geometry | BufferGeometry,
BufferGeometry,
TMaterial extends Material | Material[] = Material | Material[]
> extends Object3D {
constructor(
geometry?: TGeometry,
geometry?: BufferGeometry,
material?: TMaterial
);
......
import { Line } from './Line';
import { Geometry } from './../core/Geometry';
import { Material } from './../materials/Material';
import { BufferGeometry } from '../core/BufferGeometry';
export class LineLoop <
TGeometry extends Geometry | BufferGeometry = Geometry | BufferGeometry,
BufferGeometry,
TMaterial extends Material | Material[] = Material | Material[]
> extends Line<TGeometry, TMaterial> {
> extends Line<BufferGeometry, TMaterial> {
constructor(
geometry?: TGeometry,
geometry?: BufferGeometry,
material?: TMaterial
);
......
import { Geometry } from './../core/Geometry';
import { Material } from './../materials/Material';
import { Line } from './Line';
import { BufferGeometry } from '../core/BufferGeometry';
......@@ -13,12 +12,12 @@ export const LineStrip: number;
export const LinePieces: number;
export class LineSegments <
TGeometry extends Geometry | BufferGeometry = Geometry | BufferGeometry,
BufferGeometry,
TMaterial extends Material | Material[] = Material | Material[]
> extends Line<TGeometry, TMaterial> {
> extends Line<BufferGeometry, TMaterial> {
constructor(
geometry?: TGeometry,
geometry?: BufferGeometry,
material?: TMaterial
);
......
import { Geometry } from './../core/Geometry';
import { Material } from './../materials/Material';
import { Raycaster } from './../core/Raycaster';
import { Object3D } from './../core/Object3D';
......@@ -6,16 +5,16 @@ import { BufferGeometry } from '../core/BufferGeometry';
import { Intersection } from '../core/Raycaster';
export class Mesh <
TGeometry extends Geometry | BufferGeometry = Geometry | BufferGeometry,
BufferGeometry,
TMaterial extends Material | Material[] = Material | Material[]
> extends Object3D {
constructor(
geometry?: TGeometry,
geometry?: BufferGeometry,
material?: TMaterial
);
geometry: TGeometry;
geometry: BufferGeometry;
material: TMaterial;
morphTargetInfluences?: number[];
morphTargetDictionary?: { [key: string]: number };
......
import { Geometry } from './../core/Geometry';
import { Material } from './../materials/Material';
import { Raycaster } from './../core/Raycaster';
import { Object3D } from './../core/Object3D';
......@@ -9,16 +8,16 @@ import { Intersection } from '../core/Raycaster';
* A class for displaying points. The points are rendered by the WebGLRenderer using gl.POINTS.
*/
export class Points <
TGeometry extends Geometry | BufferGeometry = Geometry | BufferGeometry,
BufferGeometry,
TMaterial extends Material | Material[] = Material | Material[]
> extends Object3D {
/**
* @param geometry An instance of Geometry or BufferGeometry.
* @param geometry An instance of BufferGeometry.
* @param material An instance of Material (optional).
*/
constructor(
geometry?: TGeometry,
geometry?: BufferGeometry,
material?: TMaterial
);
......@@ -28,9 +27,9 @@ export class Points <
readonly isPoints: true;
/**
* An instance of Geometry or BufferGeometry, where each vertex designates the position of a particle in the system.
* An instance of BufferGeometry, where each vertex designates the position of a particle in the system.
*/
geometry: TGeometry;
geometry: BufferGeometry;
/**
* An instance of Material, defining the object's appearance. Default is a PointsMaterial with randomised colour.
......
import { Geometry } from './../core/Geometry';
import { Material } from './../materials/Material';
import { Matrix4 } from './../math/Matrix4';
import { Skeleton } from './Skeleton';
......@@ -6,12 +5,12 @@ import { Mesh } from './Mesh';
import { BufferGeometry } from '../core/BufferGeometry';
export class SkinnedMesh <
TGeometry extends Geometry | BufferGeometry = Geometry | BufferGeometry,
BufferGeometry,
TMaterial extends Material | Material[] = Material | Material[]
> extends Mesh<TGeometry, TMaterial> {
> extends Mesh<BufferGeometry, TMaterial> {
constructor(
geometry?: TGeometry,
geometry?: BufferGeometry,
material?: TMaterial,
useVertexTexture?: boolean
);
......
......@@ -17,7 +17,6 @@ import { Material } from './../materials/Material';
import { ToneMapping, ShadowMapType, CullFace, TextureEncoding } from '../constants';
import { WebXRManager } from '../renderers/webxr/WebXRManager';
import { RenderTarget } from './webgl/WebGLRenderLists';
import { Geometry } from './../core/Geometry';
import { BufferGeometry } from './../core/BufferGeometry';
import { Texture } from '../textures/Texture';
import { XRAnimationLoopCallback } from './webxr/WebXR';
......@@ -334,7 +333,7 @@ export class WebGLRenderer implements Renderer {
renderBufferDirect(
camera: Camera,
scene: Scene,
geometry: Geometry | BufferGeometry,
geometry: BufferGeometry,
material: Material,
object: Object3D,
geometryGroup: any
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册