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@@ -2155,187 +2155,6 @@ declare module BABYLON {
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}
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}
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declare module BABYLON {
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declare module BABYLON {
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- class Analyser {
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- SMOOTHING: number;
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- FFT_SIZE: number;
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- BARGRAPHAMPLITUDE: number;
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- DEBUGCANVASPOS: {
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- x: number;
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- y: number;
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- };
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- DEBUGCANVASSIZE: {
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- width: number;
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- height: number;
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- };
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- private _byteFreqs;
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- private _byteTime;
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- private _floatFreqs;
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- private _webAudioAnalyser;
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- private _debugCanvas;
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- private _debugCanvasContext;
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- private _scene;
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- private _registerFunc;
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- private _audioEngine;
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- constructor(scene: Scene);
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- getFrequencyBinCount(): number;
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- getByteFrequencyData(): Uint8Array;
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- getByteTimeDomainData(): Uint8Array;
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- getFloatFrequencyData(): Uint8Array;
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- drawDebugCanvas(): void;
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- stopDebugCanvas(): void;
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- connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
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- dispose(): void;
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- }
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-}
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-
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-declare module BABYLON {
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- class AudioEngine {
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- private _audioContext;
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- private _audioContextInitialized;
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- canUseWebAudio: boolean;
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- masterGain: GainNode;
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- private _connectedAnalyser;
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- WarnedWebAudioUnsupported: boolean;
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- unlocked: boolean;
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- onAudioUnlocked: () => any;
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- isMP3supported: boolean;
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- isOGGsupported: boolean;
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- audioContext: AudioContext;
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- constructor();
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- private _unlockiOSaudio();
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- private _initializeAudioContext();
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- dispose(): void;
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- getGlobalVolume(): number;
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- setGlobalVolume(newVolume: number): void;
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- connectToAnalyser(analyser: Analyser): void;
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- }
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-}
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-
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-declare module BABYLON {
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- class Sound {
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- name: string;
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- autoplay: boolean;
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- loop: boolean;
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- useCustomAttenuation: boolean;
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- soundTrackId: number;
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- spatialSound: boolean;
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- refDistance: number;
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- rolloffFactor: number;
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- maxDistance: number;
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- distanceModel: string;
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- private _panningModel;
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- onended: () => any;
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- private _playbackRate;
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- private _streaming;
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- private _startTime;
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- private _startOffset;
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- private _position;
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- private _localDirection;
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- private _volume;
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- private _isLoaded;
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- private _isReadyToPlay;
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- isPlaying: boolean;
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- isPaused: boolean;
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- private _isDirectional;
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- private _readyToPlayCallback;
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- private _audioBuffer;
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- private _soundSource;
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- private _streamingSource;
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- private _soundPanner;
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- private _soundGain;
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- private _inputAudioNode;
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- private _ouputAudioNode;
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- private _coneInnerAngle;
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- private _coneOuterAngle;
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- private _coneOuterGain;
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- private _scene;
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- private _connectedMesh;
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- private _customAttenuationFunction;
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- private _registerFunc;
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- private _isOutputConnected;
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- private _htmlAudioElement;
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- private _urlType;
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- /**
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- * Create a sound and attach it to a scene
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- * @param name Name of your sound
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- * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
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- * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
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- * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
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- */
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- constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
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- dispose(): void;
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- private _soundLoaded(audioData);
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- setAudioBuffer(audioBuffer: AudioBuffer): void;
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- updateOptions(options: any): void;
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- private _createSpatialParameters();
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- private _updateSpatialParameters();
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- switchPanningModelToHRTF(): void;
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- switchPanningModelToEqualPower(): void;
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- private _switchPanningModel();
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- connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
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- /**
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- * Transform this sound into a directional source
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- * @param coneInnerAngle Size of the inner cone in degree
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- * @param coneOuterAngle Size of the outer cone in degree
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- * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
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- */
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- setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
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- setPosition(newPosition: Vector3): void;
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- setLocalDirectionToMesh(newLocalDirection: Vector3): void;
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- private _updateDirection();
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- updateDistanceFromListener(): void;
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- setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
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- /**
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- * Play the sound
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- * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
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- * @param offset (optional) Start the sound setting it at a specific time
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- */
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- play(time?: number, offset?: number): void;
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- private _onended();
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- /**
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- * Stop the sound
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- * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
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- */
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- stop(time?: number): void;
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- pause(): void;
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- setVolume(newVolume: number, time?: number): void;
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- setPlaybackRate(newPlaybackRate: number): void;
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- getVolume(): number;
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- attachToMesh(meshToConnectTo: AbstractMesh): void;
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- detachFromMesh(): void;
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- private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
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- clone(): Sound;
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- getAudioBuffer(): AudioBuffer;
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- serialize(): any;
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- static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
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- }
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-}
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-
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-declare module BABYLON {
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- class SoundTrack {
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- private _outputAudioNode;
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- private _inputAudioNode;
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- private _trackConvolver;
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- private _scene;
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- id: number;
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- soundCollection: Array<Sound>;
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- private _isMainTrack;
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- private _connectedAnalyser;
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- private _options;
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- private _isInitialized;
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- constructor(scene: Scene, options?: any);
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- private _initializeSoundTrackAudioGraph();
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- dispose(): void;
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- AddSound(sound: Sound): void;
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- RemoveSound(sound: Sound): void;
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- setVolume(newVolume: number): void;
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- switchPanningModelToHRTF(): void;
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- switchPanningModelToEqualPower(): void;
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- connectToAnalyser(analyser: Analyser): void;
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- }
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-}
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-
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-declare module BABYLON {
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class Animatable {
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class Animatable {
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target: any;
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target: any;
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fromFrame: number;
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fromFrame: number;
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@@ -2563,6 +2382,187 @@ declare module BABYLON {
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}
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}
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declare module BABYLON {
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declare module BABYLON {
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+ class Analyser {
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+ SMOOTHING: number;
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+ FFT_SIZE: number;
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+ BARGRAPHAMPLITUDE: number;
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+ DEBUGCANVASPOS: {
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+ x: number;
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+ y: number;
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+ };
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+ DEBUGCANVASSIZE: {
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+ width: number;
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+ height: number;
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+ };
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+ private _byteFreqs;
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+ private _byteTime;
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+ private _floatFreqs;
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+ private _webAudioAnalyser;
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+ private _debugCanvas;
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+ private _debugCanvasContext;
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+ private _scene;
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+ private _registerFunc;
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+ private _audioEngine;
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+ constructor(scene: Scene);
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+ getFrequencyBinCount(): number;
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+ getByteFrequencyData(): Uint8Array;
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+ getByteTimeDomainData(): Uint8Array;
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+ getFloatFrequencyData(): Uint8Array;
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+ drawDebugCanvas(): void;
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+ stopDebugCanvas(): void;
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+ connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
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+ dispose(): void;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class AudioEngine {
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+ private _audioContext;
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+ private _audioContextInitialized;
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+ canUseWebAudio: boolean;
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+ masterGain: GainNode;
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+ private _connectedAnalyser;
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+ WarnedWebAudioUnsupported: boolean;
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+ unlocked: boolean;
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+ onAudioUnlocked: () => any;
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+ isMP3supported: boolean;
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+ isOGGsupported: boolean;
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+ audioContext: AudioContext;
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+ constructor();
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+ private _unlockiOSaudio();
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+ private _initializeAudioContext();
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+ dispose(): void;
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+ getGlobalVolume(): number;
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+ setGlobalVolume(newVolume: number): void;
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+ connectToAnalyser(analyser: Analyser): void;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class Sound {
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+ name: string;
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+ autoplay: boolean;
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+ loop: boolean;
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+ useCustomAttenuation: boolean;
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+ soundTrackId: number;
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+ spatialSound: boolean;
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+ refDistance: number;
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+ rolloffFactor: number;
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+ maxDistance: number;
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+ distanceModel: string;
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+ private _panningModel;
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+ onended: () => any;
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+ private _playbackRate;
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+ private _streaming;
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+ private _startTime;
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+ private _startOffset;
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+ private _position;
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+ private _localDirection;
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+ private _volume;
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+ private _isLoaded;
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+ private _isReadyToPlay;
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+ isPlaying: boolean;
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+ isPaused: boolean;
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+ private _isDirectional;
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+ private _readyToPlayCallback;
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+ private _audioBuffer;
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+ private _soundSource;
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+ private _streamingSource;
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+ private _soundPanner;
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+ private _soundGain;
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+ private _inputAudioNode;
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+ private _ouputAudioNode;
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+ private _coneInnerAngle;
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+ private _coneOuterAngle;
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+ private _coneOuterGain;
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+ private _scene;
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+ private _connectedMesh;
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+ private _customAttenuationFunction;
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+ private _registerFunc;
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+ private _isOutputConnected;
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+ private _htmlAudioElement;
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+ private _urlType;
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+ /**
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+ * Create a sound and attach it to a scene
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+ * @param name Name of your sound
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+ * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
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+ * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
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+ * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
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+ */
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+ constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
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+ dispose(): void;
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+ private _soundLoaded(audioData);
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+ setAudioBuffer(audioBuffer: AudioBuffer): void;
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+ updateOptions(options: any): void;
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+ private _createSpatialParameters();
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+ private _updateSpatialParameters();
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+ switchPanningModelToHRTF(): void;
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+ switchPanningModelToEqualPower(): void;
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+ private _switchPanningModel();
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+ connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
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+ /**
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+ * Transform this sound into a directional source
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+ * @param coneInnerAngle Size of the inner cone in degree
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+ * @param coneOuterAngle Size of the outer cone in degree
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+ * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
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+ */
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+ setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
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+ setPosition(newPosition: Vector3): void;
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+ setLocalDirectionToMesh(newLocalDirection: Vector3): void;
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+ private _updateDirection();
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+ updateDistanceFromListener(): void;
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+ setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
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+ /**
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+ * Play the sound
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+ * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
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+ * @param offset (optional) Start the sound setting it at a specific time
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+ */
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+ play(time?: number, offset?: number): void;
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+ private _onended();
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+ /**
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+ * Stop the sound
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+ * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
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+ */
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+ stop(time?: number): void;
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+ pause(): void;
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+ setVolume(newVolume: number, time?: number): void;
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+ setPlaybackRate(newPlaybackRate: number): void;
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+ getVolume(): number;
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+ attachToMesh(meshToConnectTo: AbstractMesh): void;
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+ detachFromMesh(): void;
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+ private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
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+ clone(): Sound;
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+ getAudioBuffer(): AudioBuffer;
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+ serialize(): any;
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+ static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class SoundTrack {
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+ private _outputAudioNode;
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+ private _inputAudioNode;
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+ private _trackConvolver;
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+ private _scene;
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+ id: number;
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+ soundCollection: Array<Sound>;
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+ private _isMainTrack;
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+ private _connectedAnalyser;
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+ private _options;
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+ private _isInitialized;
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+ constructor(scene: Scene, options?: any);
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+ private _initializeSoundTrackAudioGraph();
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+ dispose(): void;
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|
|
+ AddSound(sound: Sound): void;
|
|
|
|
+ RemoveSound(sound: Sound): void;
|
|
|
|
+ setVolume(newVolume: number): void;
|
|
|
|
+ switchPanningModelToHRTF(): void;
|
|
|
|
+ switchPanningModelToEqualPower(): void;
|
|
|
|
+ connectToAnalyser(analyser: Analyser): void;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+declare module BABYLON {
|
|
class Bone extends Node {
|
|
class Bone extends Node {
|
|
name: string;
|
|
name: string;
|
|
children: Bone[];
|
|
children: Bone[];
|
|
@@ -3201,120 +3201,72 @@ declare module BABYLON {
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
-declare module BABYLON {
|
|
|
|
- class BoundingBox implements ICullable {
|
|
|
|
- minimum: Vector3;
|
|
|
|
- maximum: Vector3;
|
|
|
|
- vectors: Vector3[];
|
|
|
|
- center: Vector3;
|
|
|
|
- extendSize: Vector3;
|
|
|
|
- directions: Vector3[];
|
|
|
|
- vectorsWorld: Vector3[];
|
|
|
|
- minimumWorld: Vector3;
|
|
|
|
- maximumWorld: Vector3;
|
|
|
|
- private _worldMatrix;
|
|
|
|
- constructor(minimum: Vector3, maximum: Vector3);
|
|
|
|
- getWorldMatrix(): Matrix;
|
|
|
|
- setWorldMatrix(matrix: Matrix): BoundingBox;
|
|
|
|
- _update(world: Matrix): void;
|
|
|
|
- isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
|
- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
|
- intersectsPoint(point: Vector3): boolean;
|
|
|
|
- intersectsSphere(sphere: BoundingSphere): boolean;
|
|
|
|
- intersectsMinMax(min: Vector3, max: Vector3): boolean;
|
|
|
|
- static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
|
|
|
|
- static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
|
|
|
|
- static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
|
|
|
|
- static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
|
|
|
|
|
|
+declare module BABYLON.Debug {
|
|
|
|
+ class AxesViewer {
|
|
|
|
+ private _xline;
|
|
|
|
+ private _yline;
|
|
|
|
+ private _zline;
|
|
|
|
+ private _xmesh;
|
|
|
|
+ private _ymesh;
|
|
|
|
+ private _zmesh;
|
|
|
|
+ scene: Scene;
|
|
|
|
+ scaleLines: number;
|
|
|
|
+ constructor(scene: Scene, scaleLines?: number);
|
|
|
|
+ update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
|
|
|
|
+ dispose(): void;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
-declare module BABYLON {
|
|
|
|
- interface ICullable {
|
|
|
|
- isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
|
- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
|
- }
|
|
|
|
- class BoundingInfo implements ICullable {
|
|
|
|
- minimum: Vector3;
|
|
|
|
- maximum: Vector3;
|
|
|
|
- boundingBox: BoundingBox;
|
|
|
|
- boundingSphere: BoundingSphere;
|
|
|
|
- private _isLocked;
|
|
|
|
- constructor(minimum: Vector3, maximum: Vector3);
|
|
|
|
- isLocked: boolean;
|
|
|
|
- update(world: Matrix): void;
|
|
|
|
- isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
|
- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
|
- _checkCollision(collider: Collider): boolean;
|
|
|
|
- intersectsPoint(point: Vector3): boolean;
|
|
|
|
- intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
|
|
|
|
|
|
+declare module BABYLON.Debug {
|
|
|
|
+ class BoneAxesViewer extends Debug.AxesViewer {
|
|
|
|
+ mesh: Mesh;
|
|
|
|
+ bone: Bone;
|
|
|
|
+ pos: Vector3;
|
|
|
|
+ xaxis: Vector3;
|
|
|
|
+ yaxis: Vector3;
|
|
|
|
+ zaxis: Vector3;
|
|
|
|
+ constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
|
|
|
|
+ update(): void;
|
|
|
|
+ dispose(): void;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
declare module BABYLON {
|
|
- class BoundingSphere {
|
|
|
|
- minimum: Vector3;
|
|
|
|
- maximum: Vector3;
|
|
|
|
- center: Vector3;
|
|
|
|
- radius: number;
|
|
|
|
- centerWorld: Vector3;
|
|
|
|
- radiusWorld: number;
|
|
|
|
- private _tempRadiusVector;
|
|
|
|
- constructor(minimum: Vector3, maximum: Vector3);
|
|
|
|
- _update(world: Matrix): void;
|
|
|
|
- isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
|
- intersectsPoint(point: Vector3): boolean;
|
|
|
|
- static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
|
|
|
|
|
|
+ class DebugLayer {
|
|
|
|
+ private _scene;
|
|
|
|
+ static InspectorURL: string;
|
|
|
|
+ private _inspector;
|
|
|
|
+ constructor(scene: Scene);
|
|
|
|
+ /** Creates the inspector window. */
|
|
|
|
+ private _createInspector();
|
|
|
|
+ isVisible(): boolean;
|
|
|
|
+ hide(): void;
|
|
|
|
+ show(): void;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
-declare module BABYLON {
|
|
|
|
- class Ray {
|
|
|
|
- origin: Vector3;
|
|
|
|
- direction: Vector3;
|
|
|
|
- length: number;
|
|
|
|
- private _edge1;
|
|
|
|
- private _edge2;
|
|
|
|
- private _pvec;
|
|
|
|
- private _tvec;
|
|
|
|
- private _qvec;
|
|
|
|
- private _renderPoints;
|
|
|
|
- private _renderLine;
|
|
|
|
- private _renderFunction;
|
|
|
|
|
|
+declare module BABYLON.Debug {
|
|
|
|
+ /**
|
|
|
|
+ * Demo available here: http://www.babylonjs-playground.com/#1BZJVJ#8
|
|
|
|
+ */
|
|
|
|
+ class SkeletonViewer {
|
|
|
|
+ skeleton: Skeleton;
|
|
|
|
+ mesh: AbstractMesh;
|
|
|
|
+ autoUpdateBonesMatrices: boolean;
|
|
|
|
+ renderingGroupId: number;
|
|
|
|
+ color: Color3;
|
|
private _scene;
|
|
private _scene;
|
|
- private _show;
|
|
|
|
- private _tmpRay;
|
|
|
|
- constructor(origin: Vector3, direction: Vector3, length?: number);
|
|
|
|
- intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
|
|
|
|
- intersectsBox(box: BoundingBox): boolean;
|
|
|
|
- intersectsSphere(sphere: BoundingSphere): boolean;
|
|
|
|
- intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
|
|
|
|
- intersectsPlane(plane: Plane): number;
|
|
|
|
- intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
|
|
|
|
- show(scene: Scene, color: Color3): void;
|
|
|
|
- hide(): void;
|
|
|
|
- private _render();
|
|
|
|
- private static smallnum;
|
|
|
|
- private static rayl;
|
|
|
|
- /**
|
|
|
|
- * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
|
|
|
|
- * @param sega the first point of the segment to test the intersection against
|
|
|
|
- * @param segb the second point of the segment to test the intersection against
|
|
|
|
- * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
|
|
|
|
- * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
|
|
|
|
- */
|
|
|
|
- intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
|
|
|
|
- static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
|
|
|
|
- /**
|
|
|
|
- * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
|
|
|
|
- * transformed to the given world matrix.
|
|
|
|
- * @param origin The origin point
|
|
|
|
- * @param end The end point
|
|
|
|
- * @param world a matrix to transform the ray to. Default is the identity matrix.
|
|
|
|
- */
|
|
|
|
- static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
|
|
|
|
- static Transform(ray: Ray, matrix: Matrix): Ray;
|
|
|
|
- static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
|
|
|
|
|
|
+ private _debugLines;
|
|
|
|
+ private _debugMesh;
|
|
|
|
+ private _isEnabled;
|
|
|
|
+ private _renderFunction;
|
|
|
|
+ constructor(skeleton: Skeleton, mesh: AbstractMesh, scene: Scene, autoUpdateBonesMatrices?: boolean, renderingGroupId?: number);
|
|
|
|
+ isEnabled: boolean;
|
|
|
|
+ private _getBonePosition(position, bone, meshMat, x?, y?, z?);
|
|
|
|
+ private _getLinesForBonesWithLength(bones, meshMat);
|
|
|
|
+ private _getLinesForBonesNoLength(bones, meshMat);
|
|
|
|
+ update(): void;
|
|
|
|
+ dispose(): void;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
@@ -3858,72 +3810,120 @@ declare module BABYLON {
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
-declare module BABYLON.Debug {
|
|
|
|
- class AxesViewer {
|
|
|
|
- private _xline;
|
|
|
|
- private _yline;
|
|
|
|
- private _zline;
|
|
|
|
- private _xmesh;
|
|
|
|
- private _ymesh;
|
|
|
|
- private _zmesh;
|
|
|
|
- scene: Scene;
|
|
|
|
- scaleLines: number;
|
|
|
|
- constructor(scene: Scene, scaleLines?: number);
|
|
|
|
- update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
|
|
|
|
- dispose(): void;
|
|
|
|
|
|
+declare module BABYLON {
|
|
|
|
+ class BoundingBox implements ICullable {
|
|
|
|
+ minimum: Vector3;
|
|
|
|
+ maximum: Vector3;
|
|
|
|
+ vectors: Vector3[];
|
|
|
|
+ center: Vector3;
|
|
|
|
+ extendSize: Vector3;
|
|
|
|
+ directions: Vector3[];
|
|
|
|
+ vectorsWorld: Vector3[];
|
|
|
|
+ minimumWorld: Vector3;
|
|
|
|
+ maximumWorld: Vector3;
|
|
|
|
+ private _worldMatrix;
|
|
|
|
+ constructor(minimum: Vector3, maximum: Vector3);
|
|
|
|
+ getWorldMatrix(): Matrix;
|
|
|
|
+ setWorldMatrix(matrix: Matrix): BoundingBox;
|
|
|
|
+ _update(world: Matrix): void;
|
|
|
|
+ isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
|
+ isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
|
+ intersectsPoint(point: Vector3): boolean;
|
|
|
|
+ intersectsSphere(sphere: BoundingSphere): boolean;
|
|
|
|
+ intersectsMinMax(min: Vector3, max: Vector3): boolean;
|
|
|
|
+ static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
|
|
|
|
+ static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
|
|
|
|
+ static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
|
|
|
|
+ static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
-declare module BABYLON.Debug {
|
|
|
|
- class BoneAxesViewer extends Debug.AxesViewer {
|
|
|
|
- mesh: Mesh;
|
|
|
|
- bone: Bone;
|
|
|
|
- pos: Vector3;
|
|
|
|
- xaxis: Vector3;
|
|
|
|
- yaxis: Vector3;
|
|
|
|
- zaxis: Vector3;
|
|
|
|
- constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
|
|
|
|
- update(): void;
|
|
|
|
- dispose(): void;
|
|
|
|
|
|
+declare module BABYLON {
|
|
|
|
+ interface ICullable {
|
|
|
|
+ isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
|
+ isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
|
+ }
|
|
|
|
+ class BoundingInfo implements ICullable {
|
|
|
|
+ minimum: Vector3;
|
|
|
|
+ maximum: Vector3;
|
|
|
|
+ boundingBox: BoundingBox;
|
|
|
|
+ boundingSphere: BoundingSphere;
|
|
|
|
+ private _isLocked;
|
|
|
|
+ constructor(minimum: Vector3, maximum: Vector3);
|
|
|
|
+ isLocked: boolean;
|
|
|
|
+ update(world: Matrix): void;
|
|
|
|
+ isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
|
+ isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
|
+ _checkCollision(collider: Collider): boolean;
|
|
|
|
+ intersectsPoint(point: Vector3): boolean;
|
|
|
|
+ intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
declare module BABYLON {
|
|
- class DebugLayer {
|
|
|
|
- private _scene;
|
|
|
|
- static InspectorURL: string;
|
|
|
|
- private _inspector;
|
|
|
|
- constructor(scene: Scene);
|
|
|
|
- /** Creates the inspector window. */
|
|
|
|
- private _createInspector();
|
|
|
|
- isVisible(): boolean;
|
|
|
|
- hide(): void;
|
|
|
|
- show(): void;
|
|
|
|
|
|
+ class BoundingSphere {
|
|
|
|
+ minimum: Vector3;
|
|
|
|
+ maximum: Vector3;
|
|
|
|
+ center: Vector3;
|
|
|
|
+ radius: number;
|
|
|
|
+ centerWorld: Vector3;
|
|
|
|
+ radiusWorld: number;
|
|
|
|
+ private _tempRadiusVector;
|
|
|
|
+ constructor(minimum: Vector3, maximum: Vector3);
|
|
|
|
+ _update(world: Matrix): void;
|
|
|
|
+ isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
|
+ intersectsPoint(point: Vector3): boolean;
|
|
|
|
+ static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
-declare module BABYLON.Debug {
|
|
|
|
- /**
|
|
|
|
- * Demo available here: http://www.babylonjs-playground.com/#1BZJVJ#8
|
|
|
|
- */
|
|
|
|
- class SkeletonViewer {
|
|
|
|
- skeleton: Skeleton;
|
|
|
|
- mesh: AbstractMesh;
|
|
|
|
- autoUpdateBonesMatrices: boolean;
|
|
|
|
- renderingGroupId: number;
|
|
|
|
- color: Color3;
|
|
|
|
- private _scene;
|
|
|
|
- private _debugLines;
|
|
|
|
- private _debugMesh;
|
|
|
|
- private _isEnabled;
|
|
|
|
|
|
+declare module BABYLON {
|
|
|
|
+ class Ray {
|
|
|
|
+ origin: Vector3;
|
|
|
|
+ direction: Vector3;
|
|
|
|
+ length: number;
|
|
|
|
+ private _edge1;
|
|
|
|
+ private _edge2;
|
|
|
|
+ private _pvec;
|
|
|
|
+ private _tvec;
|
|
|
|
+ private _qvec;
|
|
|
|
+ private _renderPoints;
|
|
|
|
+ private _renderLine;
|
|
private _renderFunction;
|
|
private _renderFunction;
|
|
- constructor(skeleton: Skeleton, mesh: AbstractMesh, scene: Scene, autoUpdateBonesMatrices?: boolean, renderingGroupId?: number);
|
|
|
|
- isEnabled: boolean;
|
|
|
|
- private _getBonePosition(position, bone, meshMat, x?, y?, z?);
|
|
|
|
- private _getLinesForBonesWithLength(bones, meshMat);
|
|
|
|
- private _getLinesForBonesNoLength(bones, meshMat);
|
|
|
|
- update(): void;
|
|
|
|
- dispose(): void;
|
|
|
|
|
|
+ private _scene;
|
|
|
|
+ private _show;
|
|
|
|
+ private _tmpRay;
|
|
|
|
+ constructor(origin: Vector3, direction: Vector3, length?: number);
|
|
|
|
+ intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
|
|
|
|
+ intersectsBox(box: BoundingBox): boolean;
|
|
|
|
+ intersectsSphere(sphere: BoundingSphere): boolean;
|
|
|
|
+ intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
|
|
|
|
+ intersectsPlane(plane: Plane): number;
|
|
|
|
+ intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
|
|
|
|
+ show(scene: Scene, color: Color3): void;
|
|
|
|
+ hide(): void;
|
|
|
|
+ private _render();
|
|
|
|
+ private static smallnum;
|
|
|
|
+ private static rayl;
|
|
|
|
+ /**
|
|
|
|
+ * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
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+ * @param sega the first point of the segment to test the intersection against
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+ * @param segb the second point of the segment to test the intersection against
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+ * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
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+ * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
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+ */
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+ intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
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+ static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
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+ /**
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+ * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
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+ * transformed to the given world matrix.
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+ * @param origin The origin point
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+ * @param end The end point
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+ * @param world a matrix to transform the ray to. Default is the identity matrix.
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+ */
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+ static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
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+ static Transform(ray: Ray, matrix: Matrix): Ray;
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+ static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
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}
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}
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}
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}
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