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Copy pathbackwards-compatibility.js
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132 lines (123 loc) · 3.33 KB
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// Continue to support the old engine namespaces
pc.anim = {
Animation: pc.Animation,
Key: pc.Key,
Node: pc.Node,
Skeleton: pc.Skeleton
};
pc.asset = {
ASSET_ANIMATION: 'animation',
ASSET_AUDIO: 'audio',
ASSET_IMAGE: 'image',
ASSET_JSON: 'json',
ASSET_MODEL: 'model',
ASSET_MATERIAL: 'material',
ASSET_TEXT: 'text',
ASSET_TEXTURE: 'texture',
ASSET_CUBEMAP: 'cubemap'
};
pc.audio = {
AudioManager: pc.SoundManager,
Channel: pc.Channel,
Channel3d: pc.Channel3d,
Listener: pc.Listener,
Sound: pc.Sound
};
pc.fw = {
Application: pc.Application,
Component: pc.Component,
ComponentData: pc.ComponentData,
ComponentSystem: pc.ComponentSystem,
ContentFile: pc.ContentFile,
Entity: pc.Entity,
FillMode: {
NONE: pc.FILLMODE_NONE,
FILL_WINDOW: pc.FILLMODE_FILL_WINDOW,
KEEP_ASPECT: pc.FILLMODE_KEEP_ASPECT
},
Pack: pc.Pack,
ResolutionMode: {
AUTO: pc.RESOLUTION_AUTO,
FIXED: pc.RESOLUTION_FIXED
}
};
pc.extend(pc.gfx, {
drawQuadWithShader: pc.drawQuadWithShader,
precalculatedTangents: pc.precalculatedTangents,
programlib: pc.programlib,
shaderChunks: pc.shaderChunks,
ContextCreationError: pc.ContextCreationError,
Device: pc.GraphicsDevice,
IndexBuffer: pc.IndexBuffer,
ProgramLibrary: pc.ProgramLibrary,
RenderTarget: pc.RenderTarget,
ScopeId: pc.ScopeId,
Shader: pc.Shader,
ShaderInput: pc.ShaderInput,
Texture: pc.Texture,
UnsupportedBrowserError: pc.UnsupportedBrowserError,
VertexBuffer: pc.VertexBuffer,
VertexFormat: pc.VertexFormat,
VertexIterator: pc.VertexIterator
});
pc.extend(pc.input, {
getTouchTargetCoords: pc.getTouchTargetCoords,
Controller: pc.Controller,
GamePads: pc.GamePads,
Keyboard: pc.Keyboard,
KeyboardEvent: pc.KeyboardEvent,
Mouse: pc.Mouse,
MouseEvent: pc.MouseEvent,
Touch: pc.Touch,
TouchDevice: pc.TouchDevice,
TouchEvent: pc.TouchEvent
});
pc.posteffect = {
createFullscreenQuad: pc.createFullscreenQuad,
drawFullscreenQuad: pc.drawFullscreenQuad,
PostEffect: pc.PostEffect,
PostEffectQueue: pc.PostEffectQueue
};
pc.extend(pc.scene, {
partitionSkin: pc.partitionSkin,
procedural: {
calculateTangents: pc.calculateTangents,
createMesh: pc.createMesh,
createTorus: pc.createTorus,
createCylinder: pc.createCylinder,
createCapsule: pc.createCapsule,
createCone: pc.createCone,
createSphere: pc.createSphere,
createPlane: pc.createPlane,
createBox: pc.createBox
},
BasicMaterial: pc.BasicMaterial,
DepthMaterial: pc.DepthMaterial,
ForwardRenderer: pc.ForwardRenderer,
GraphNode: pc.GraphNode,
Material: pc.Material,
Command: pc.Command,
Mesh: pc.Mesh,
MeshInstance: pc.MeshInstance,
Model: pc.Model,
ParticleEmitter: pc.ParticleEmitter,
PhongMaterial: pc.PhongMaterial,
Picker: pc.Picker,
PickMaterial: pc.PickMaterial,
Projection: {
ORTHOGRAPHIC: pc.PROJECTION_ORTHOGRAPHIC,
PERSPECTIVE: pc.PROJECTION_PERSPECTIVE
},
Scene: pc.Scene,
Skin: pc.Skin,
SkinInstance: pc.SkinInstance
});
pc.shape = {
Aabb: pc.BoundingBox,
Sphere: pc.BoundingSphere,
Plane: pc.Plane
};
pc.time = {
now: pc.now,
Timer: pc.Timer
};