|
@@ -2273,6 +2273,25 @@ declare module BABYLON {
|
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
|
+ class Layer {
|
|
|
+ name: string;
|
|
|
+ texture: Texture;
|
|
|
+ isBackground: boolean;
|
|
|
+ color: Color4;
|
|
|
+ onDispose: () => void;
|
|
|
+ private _scene;
|
|
|
+ private _vertexDeclaration;
|
|
|
+ private _vertexStrideSize;
|
|
|
+ private _vertexBuffer;
|
|
|
+ private _indexBuffer;
|
|
|
+ private _effect;
|
|
|
+ constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
|
|
|
+ render(): void;
|
|
|
+ dispose(): void;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
class DebugLayer {
|
|
|
private _scene;
|
|
|
private _camera;
|
|
@@ -2330,25 +2349,6 @@ declare module BABYLON {
|
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
|
- class Layer {
|
|
|
- name: string;
|
|
|
- texture: Texture;
|
|
|
- isBackground: boolean;
|
|
|
- color: Color4;
|
|
|
- onDispose: () => void;
|
|
|
- private _scene;
|
|
|
- private _vertexDeclaration;
|
|
|
- private _vertexStrideSize;
|
|
|
- private _vertexBuffer;
|
|
|
- private _indexBuffer;
|
|
|
- private _effect;
|
|
|
- constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
|
|
|
- render(): void;
|
|
|
- dispose(): void;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
class LensFlare {
|
|
|
size: number;
|
|
|
position: number;
|
|
@@ -2391,38 +2391,6 @@ declare module BABYLON {
|
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
|
- interface ISceneLoaderPlugin {
|
|
|
- extensions: string;
|
|
|
- importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
|
|
|
- load: (scene: Scene, data: string, rootUrl: string) => boolean;
|
|
|
- }
|
|
|
- class SceneLoader {
|
|
|
- private static _ForceFullSceneLoadingForIncremental;
|
|
|
- private static _ShowLoadingScreen;
|
|
|
- static ForceFullSceneLoadingForIncremental: boolean;
|
|
|
- static ShowLoadingScreen: boolean;
|
|
|
- private static _registeredPlugins;
|
|
|
- private static _getPluginForFilename(sceneFilename);
|
|
|
- static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
|
|
|
- static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, e: any) => void): void;
|
|
|
- /**
|
|
|
- * Load a scene
|
|
|
- * @param rootUrl a string that defines the root url for scene and resources
|
|
|
- * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
|
- * @param engine is the instance of BABYLON.Engine to use to create the scene
|
|
|
- */
|
|
|
- static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
|
|
|
- /**
|
|
|
- * Append a scene
|
|
|
- * @param rootUrl a string that defines the root url for scene and resources
|
|
|
- * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
|
- * @param scene is the instance of BABYLON.Scene to append to
|
|
|
- */
|
|
|
- static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
class DirectionalLight extends Light implements IShadowLight {
|
|
|
direction: Vector3;
|
|
|
position: Vector3;
|
|
@@ -2542,6 +2510,316 @@ declare module BABYLON {
|
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
|
+ interface ISceneLoaderPlugin {
|
|
|
+ extensions: string;
|
|
|
+ importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
|
|
|
+ load: (scene: Scene, data: string, rootUrl: string) => boolean;
|
|
|
+ }
|
|
|
+ class SceneLoader {
|
|
|
+ private static _ForceFullSceneLoadingForIncremental;
|
|
|
+ private static _ShowLoadingScreen;
|
|
|
+ static ForceFullSceneLoadingForIncremental: boolean;
|
|
|
+ static ShowLoadingScreen: boolean;
|
|
|
+ private static _registeredPlugins;
|
|
|
+ private static _getPluginForFilename(sceneFilename);
|
|
|
+ static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
|
|
|
+ static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, e: any) => void): void;
|
|
|
+ /**
|
|
|
+ * Load a scene
|
|
|
+ * @param rootUrl a string that defines the root url for scene and resources
|
|
|
+ * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
|
+ * @param engine is the instance of BABYLON.Engine to use to create the scene
|
|
|
+ */
|
|
|
+ static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
|
|
|
+ /**
|
|
|
+ * Append a scene
|
|
|
+ * @param rootUrl a string that defines the root url for scene and resources
|
|
|
+ * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
|
+ * @param scene is the instance of BABYLON.Scene to append to
|
|
|
+ */
|
|
|
+ static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
+ class EffectFallbacks {
|
|
|
+ private _defines;
|
|
|
+ private _currentRank;
|
|
|
+ private _maxRank;
|
|
|
+ addFallback(rank: number, define: string): void;
|
|
|
+ isMoreFallbacks: boolean;
|
|
|
+ reduce(currentDefines: string): string;
|
|
|
+ }
|
|
|
+ class Effect {
|
|
|
+ name: any;
|
|
|
+ defines: string;
|
|
|
+ onCompiled: (effect: Effect) => void;
|
|
|
+ onError: (effect: Effect, errors: string) => void;
|
|
|
+ onBind: (effect: Effect) => void;
|
|
|
+ private _engine;
|
|
|
+ private _uniformsNames;
|
|
|
+ private _samplers;
|
|
|
+ private _isReady;
|
|
|
+ private _compilationError;
|
|
|
+ private _attributesNames;
|
|
|
+ private _attributes;
|
|
|
+ private _uniforms;
|
|
|
+ _key: string;
|
|
|
+ private _program;
|
|
|
+ private _valueCache;
|
|
|
+ constructor(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], engine: any, defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void);
|
|
|
+ isReady(): boolean;
|
|
|
+ getProgram(): WebGLProgram;
|
|
|
+ getAttributesNames(): string[];
|
|
|
+ getAttributeLocation(index: number): number;
|
|
|
+ getAttributeLocationByName(name: string): number;
|
|
|
+ getAttributesCount(): number;
|
|
|
+ getUniformIndex(uniformName: string): number;
|
|
|
+ getUniform(uniformName: string): WebGLUniformLocation;
|
|
|
+ getSamplers(): string[];
|
|
|
+ getCompilationError(): string;
|
|
|
+ _loadVertexShader(vertex: any, callback: (data: any) => void): void;
|
|
|
+ _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
|
|
|
+ private _prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks?);
|
|
|
+ isSupported: boolean;
|
|
|
+ _bindTexture(channel: string, texture: WebGLTexture): void;
|
|
|
+ setTexture(channel: string, texture: BaseTexture): void;
|
|
|
+ setTextureFromPostProcess(channel: string, postProcess: PostProcess): void;
|
|
|
+ _cacheMatrix(uniformName: any, matrix: any): void;
|
|
|
+ _cacheFloat2(uniformName: string, x: number, y: number): void;
|
|
|
+ _cacheFloat3(uniformName: string, x: number, y: number, z: number): void;
|
|
|
+ _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
|
|
|
+ setArray(uniformName: string, array: number[]): Effect;
|
|
|
+ setArray2(uniformName: string, array: number[]): Effect;
|
|
|
+ setArray3(uniformName: string, array: number[]): Effect;
|
|
|
+ setArray4(uniformName: string, array: number[]): Effect;
|
|
|
+ setMatrices(uniformName: string, matrices: Float32Array): Effect;
|
|
|
+ setMatrix(uniformName: string, matrix: Matrix): Effect;
|
|
|
+ setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
|
|
|
+ setMatrix2x2(uniformname: string, matrix: Float32Array): Effect;
|
|
|
+ setFloat(uniformName: string, value: number): Effect;
|
|
|
+ setBool(uniformName: string, bool: boolean): Effect;
|
|
|
+ setVector2(uniformName: string, vector2: Vector2): Effect;
|
|
|
+ setFloat2(uniformName: string, x: number, y: number): Effect;
|
|
|
+ setVector3(uniformName: string, vector3: Vector3): Effect;
|
|
|
+ setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
|
|
|
+ setVector4(uniformName: string, vector4: Vector4): Effect;
|
|
|
+ setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
|
|
|
+ setColor3(uniformName: string, color3: Color3): Effect;
|
|
|
+ setColor4(uniformName: string, color3: Color3, alpha: number): Effect;
|
|
|
+ static ShadersStore: {};
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
+ class MaterialDefines {
|
|
|
+ _keys: string[];
|
|
|
+ isEqual(other: MaterialDefines): boolean;
|
|
|
+ cloneTo(other: MaterialDefines): void;
|
|
|
+ reset(): void;
|
|
|
+ toString(): string;
|
|
|
+ }
|
|
|
+ class Material {
|
|
|
+ name: string;
|
|
|
+ private static _TriangleFillMode;
|
|
|
+ private static _WireFrameFillMode;
|
|
|
+ private static _PointFillMode;
|
|
|
+ static TriangleFillMode: number;
|
|
|
+ static WireFrameFillMode: number;
|
|
|
+ static PointFillMode: number;
|
|
|
+ private static _ClockWiseSideOrientation;
|
|
|
+ private static _CounterClockWiseSideOrientation;
|
|
|
+ static ClockWiseSideOrientation: number;
|
|
|
+ static CounterClockWiseSideOrientation: number;
|
|
|
+ id: string;
|
|
|
+ checkReadyOnEveryCall: boolean;
|
|
|
+ checkReadyOnlyOnce: boolean;
|
|
|
+ state: string;
|
|
|
+ alpha: number;
|
|
|
+ backFaceCulling: boolean;
|
|
|
+ sideOrientation: number;
|
|
|
+ onCompiled: (effect: Effect) => void;
|
|
|
+ onError: (effect: Effect, errors: string) => void;
|
|
|
+ onDispose: () => void;
|
|
|
+ onBind: (material: Material, mesh: Mesh) => void;
|
|
|
+ getRenderTargetTextures: () => SmartArray<RenderTargetTexture>;
|
|
|
+ alphaMode: number;
|
|
|
+ disableDepthWrite: boolean;
|
|
|
+ fogEnabled: boolean;
|
|
|
+ _effect: Effect;
|
|
|
+ _wasPreviouslyReady: boolean;
|
|
|
+ private _scene;
|
|
|
+ private _fillMode;
|
|
|
+ private _cachedDepthWriteState;
|
|
|
+ pointSize: number;
|
|
|
+ zOffset: number;
|
|
|
+ wireframe: boolean;
|
|
|
+ pointsCloud: boolean;
|
|
|
+ fillMode: number;
|
|
|
+ constructor(name: string, scene: Scene, doNotAdd?: boolean);
|
|
|
+ isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
|
|
|
+ getEffect(): Effect;
|
|
|
+ getScene(): Scene;
|
|
|
+ needAlphaBlending(): boolean;
|
|
|
+ needAlphaTesting(): boolean;
|
|
|
+ getAlphaTestTexture(): BaseTexture;
|
|
|
+ trackCreation(onCompiled: (effect: Effect) => void, onError: (effect: Effect, errors: string) => void): void;
|
|
|
+ _preBind(): void;
|
|
|
+ bind(world: Matrix, mesh?: Mesh): void;
|
|
|
+ bindOnlyWorldMatrix(world: Matrix): void;
|
|
|
+ unbind(): void;
|
|
|
+ clone(name: string): Material;
|
|
|
+ getBindedMeshes(): AbstractMesh[];
|
|
|
+ dispose(forceDisposeEffect?: boolean): void;
|
|
|
+ copyTo(other: Material): void;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
+ class MultiMaterial extends Material {
|
|
|
+ subMaterials: Material[];
|
|
|
+ constructor(name: string, scene: Scene);
|
|
|
+ getSubMaterial(index: any): Material;
|
|
|
+ isReady(mesh?: AbstractMesh): boolean;
|
|
|
+ clone(name: string): MultiMaterial;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
+ class PBRMaterial extends Material {
|
|
|
+ albedoColor: Color3;
|
|
|
+ private _worldViewProjectionMatrix;
|
|
|
+ private _globalAmbientColor;
|
|
|
+ private _scaledDiffuse;
|
|
|
+ private _scaledSpecular;
|
|
|
+ private _renderId;
|
|
|
+ private _defines;
|
|
|
+ private _cachedDefines;
|
|
|
+ constructor(name: string, scene: Scene);
|
|
|
+ needAlphaBlending(): boolean;
|
|
|
+ needAlphaTesting(): boolean;
|
|
|
+ getAlphaTestTexture(): BaseTexture;
|
|
|
+ isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
|
|
|
+ bindOnlyWorldMatrix(world: Matrix): void;
|
|
|
+ bind(world: Matrix, mesh?: Mesh): void;
|
|
|
+ getAnimatables(): IAnimatable[];
|
|
|
+ dispose(forceDisposeEffect?: boolean): void;
|
|
|
+ clone(name: string): PBRMaterial;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
+ class ShaderMaterial extends Material {
|
|
|
+ private _shaderPath;
|
|
|
+ private _options;
|
|
|
+ private _textures;
|
|
|
+ private _floats;
|
|
|
+ private _floatsArrays;
|
|
|
+ private _colors3;
|
|
|
+ private _colors4;
|
|
|
+ private _vectors2;
|
|
|
+ private _vectors3;
|
|
|
+ private _vectors4;
|
|
|
+ private _matrices;
|
|
|
+ private _matrices3x3;
|
|
|
+ private _matrices2x2;
|
|
|
+ private _cachedWorldViewMatrix;
|
|
|
+ private _renderId;
|
|
|
+ constructor(name: string, scene: Scene, shaderPath: any, options: any);
|
|
|
+ needAlphaBlending(): boolean;
|
|
|
+ needAlphaTesting(): boolean;
|
|
|
+ private _checkUniform(uniformName);
|
|
|
+ setTexture(name: string, texture: Texture): ShaderMaterial;
|
|
|
+ setFloat(name: string, value: number): ShaderMaterial;
|
|
|
+ setFloats(name: string, value: number[]): ShaderMaterial;
|
|
|
+ setColor3(name: string, value: Color3): ShaderMaterial;
|
|
|
+ setColor4(name: string, value: Color4): ShaderMaterial;
|
|
|
+ setVector2(name: string, value: Vector2): ShaderMaterial;
|
|
|
+ setVector3(name: string, value: Vector3): ShaderMaterial;
|
|
|
+ setVector4(name: string, value: Vector4): ShaderMaterial;
|
|
|
+ setMatrix(name: string, value: Matrix): ShaderMaterial;
|
|
|
+ setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
|
|
|
+ setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
|
|
|
+ isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
|
|
|
+ bindOnlyWorldMatrix(world: Matrix): void;
|
|
|
+ bind(world: Matrix, mesh?: Mesh): void;
|
|
|
+ clone(name: string): ShaderMaterial;
|
|
|
+ dispose(forceDisposeEffect?: boolean): void;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
+ class FresnelParameters {
|
|
|
+ isEnabled: boolean;
|
|
|
+ leftColor: Color3;
|
|
|
+ rightColor: Color3;
|
|
|
+ bias: number;
|
|
|
+ power: number;
|
|
|
+ clone(): FresnelParameters;
|
|
|
+ }
|
|
|
+ class StandardMaterial extends Material {
|
|
|
+ diffuseTexture: BaseTexture;
|
|
|
+ ambientTexture: BaseTexture;
|
|
|
+ opacityTexture: BaseTexture;
|
|
|
+ reflectionTexture: BaseTexture;
|
|
|
+ emissiveTexture: BaseTexture;
|
|
|
+ specularTexture: BaseTexture;
|
|
|
+ bumpTexture: BaseTexture;
|
|
|
+ lightmapTexture: BaseTexture;
|
|
|
+ ambientColor: Color3;
|
|
|
+ diffuseColor: Color3;
|
|
|
+ specularColor: Color3;
|
|
|
+ specularPower: number;
|
|
|
+ emissiveColor: Color3;
|
|
|
+ useAlphaFromDiffuseTexture: boolean;
|
|
|
+ useEmissiveAsIllumination: boolean;
|
|
|
+ linkEmissiveWithDiffuse: boolean;
|
|
|
+ useReflectionFresnelFromSpecular: boolean;
|
|
|
+ useSpecularOverAlpha: boolean;
|
|
|
+ disableLighting: boolean;
|
|
|
+ roughness: number;
|
|
|
+ useLightmapAsShadowmap: boolean;
|
|
|
+ diffuseFresnelParameters: FresnelParameters;
|
|
|
+ opacityFresnelParameters: FresnelParameters;
|
|
|
+ reflectionFresnelParameters: FresnelParameters;
|
|
|
+ emissiveFresnelParameters: FresnelParameters;
|
|
|
+ useGlossinessFromSpecularMapAlpha: boolean;
|
|
|
+ private _renderTargets;
|
|
|
+ private _worldViewProjectionMatrix;
|
|
|
+ private _globalAmbientColor;
|
|
|
+ private _renderId;
|
|
|
+ private _defines;
|
|
|
+ private _cachedDefines;
|
|
|
+ constructor(name: string, scene: Scene);
|
|
|
+ needAlphaBlending(): boolean;
|
|
|
+ needAlphaTesting(): boolean;
|
|
|
+ private _shouldUseAlphaFromDiffuseTexture();
|
|
|
+ getAlphaTestTexture(): BaseTexture;
|
|
|
+ private _checkCache(scene, mesh?, useInstances?);
|
|
|
+ static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: MaterialDefines): boolean;
|
|
|
+ private static _scaledDiffuse;
|
|
|
+ private static _scaledSpecular;
|
|
|
+ static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: MaterialDefines): void;
|
|
|
+ isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
|
|
|
+ unbind(): void;
|
|
|
+ bindOnlyWorldMatrix(world: Matrix): void;
|
|
|
+ bind(world: Matrix, mesh?: Mesh): void;
|
|
|
+ getAnimatables(): IAnimatable[];
|
|
|
+ dispose(forceDisposeEffect?: boolean): void;
|
|
|
+ clone(name: string): StandardMaterial;
|
|
|
+ static DiffuseTextureEnabled: boolean;
|
|
|
+ static AmbientTextureEnabled: boolean;
|
|
|
+ static OpacityTextureEnabled: boolean;
|
|
|
+ static ReflectionTextureEnabled: boolean;
|
|
|
+ static EmissiveTextureEnabled: boolean;
|
|
|
+ static SpecularTextureEnabled: boolean;
|
|
|
+ static BumpTextureEnabled: boolean;
|
|
|
+ static FresnelEnabled: boolean;
|
|
|
+ static LightmapEnabled: boolean;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
class SIMDVector3 {
|
|
|
static TransformCoordinatesToRefSIMD(vector: Vector3, transformation: Matrix, result: Vector3): void;
|
|
|
static TransformCoordinatesFromFloatsToRefSIMD(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
|
|
@@ -2947,400 +3225,124 @@ declare module BABYLON {
|
|
|
* @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;
|
|
|
- }
|
|
|
- enum Space {
|
|
|
- LOCAL = 0,
|
|
|
- WORLD = 1,
|
|
|
- }
|
|
|
- class Axis {
|
|
|
- static X: Vector3;
|
|
|
- static Y: Vector3;
|
|
|
- static Z: Vector3;
|
|
|
- }
|
|
|
- class BezierCurve {
|
|
|
- static interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
|
|
|
- }
|
|
|
- enum Orientation {
|
|
|
- CW = 0,
|
|
|
- CCW = 1,
|
|
|
- }
|
|
|
- class Angle {
|
|
|
- private _radians;
|
|
|
- constructor(radians: number);
|
|
|
- degrees: () => number;
|
|
|
- radians: () => number;
|
|
|
- static BetweenTwoPoints(a: Vector2, b: Vector2): Angle;
|
|
|
- static FromRadians(radians: number): Angle;
|
|
|
- static FromDegrees(degrees: number): Angle;
|
|
|
- }
|
|
|
- class Arc2 {
|
|
|
- startPoint: Vector2;
|
|
|
- midPoint: Vector2;
|
|
|
- endPoint: Vector2;
|
|
|
- centerPoint: Vector2;
|
|
|
- radius: number;
|
|
|
- angle: Angle;
|
|
|
- startAngle: Angle;
|
|
|
- orientation: Orientation;
|
|
|
- constructor(startPoint: Vector2, midPoint: Vector2, endPoint: Vector2);
|
|
|
- }
|
|
|
- class PathCursor {
|
|
|
- private path;
|
|
|
- private _onchange;
|
|
|
- value: number;
|
|
|
- animations: Animation[];
|
|
|
- constructor(path: Path2);
|
|
|
- getPoint(): Vector3;
|
|
|
- moveAhead(step?: number): PathCursor;
|
|
|
- moveBack(step?: number): PathCursor;
|
|
|
- move(step: number): PathCursor;
|
|
|
- private ensureLimits();
|
|
|
- private markAsDirty(propertyName);
|
|
|
- private raiseOnChange();
|
|
|
- onchange(f: (cursor: PathCursor) => void): PathCursor;
|
|
|
- }
|
|
|
- class Path2 {
|
|
|
- private _points;
|
|
|
- private _length;
|
|
|
- closed: boolean;
|
|
|
- constructor(x: number, y: number);
|
|
|
- addLineTo(x: number, y: number): Path2;
|
|
|
- addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
|
|
|
- close(): Path2;
|
|
|
- length(): number;
|
|
|
- getPoints(): Vector2[];
|
|
|
- getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
|
|
|
- static StartingAt(x: number, y: number): Path2;
|
|
|
- }
|
|
|
- class Path3D {
|
|
|
- path: Vector3[];
|
|
|
- private _curve;
|
|
|
- private _distances;
|
|
|
- private _tangents;
|
|
|
- private _normals;
|
|
|
- private _binormals;
|
|
|
- private _raw;
|
|
|
- /**
|
|
|
- * new Path3D(path, normal, raw)
|
|
|
- * path : an array of Vector3, the curve axis of the Path3D
|
|
|
- * normal (optional) : Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
|
|
|
- * raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
|
|
|
- */
|
|
|
- constructor(path: Vector3[], firstNormal?: Vector3, raw?: boolean);
|
|
|
- getCurve(): Vector3[];
|
|
|
- getTangents(): Vector3[];
|
|
|
- getNormals(): Vector3[];
|
|
|
- getBinormals(): Vector3[];
|
|
|
- getDistances(): number[];
|
|
|
- update(path: Vector3[], firstNormal?: Vector3): Path3D;
|
|
|
- private _compute(firstNormal);
|
|
|
- private _getFirstNonNullVector(index);
|
|
|
- private _getLastNonNullVector(index);
|
|
|
- private _normalVector(v0, vt, va);
|
|
|
- }
|
|
|
- class Curve3 {
|
|
|
- private _points;
|
|
|
- private _length;
|
|
|
- static CreateQuadraticBezier(v0: Vector3, v1: Vector3, v2: Vector3, nbPoints: number): Curve3;
|
|
|
- static CreateCubicBezier(v0: Vector3, v1: Vector3, v2: Vector3, v3: Vector3, nbPoints: number): Curve3;
|
|
|
- static CreateHermiteSpline(p1: Vector3, t1: Vector3, p2: Vector3, t2: Vector3, nbPoints: number): Curve3;
|
|
|
- constructor(points: Vector3[]);
|
|
|
- getPoints(): Vector3[];
|
|
|
- length(): number;
|
|
|
- continue(curve: Curve3): Curve3;
|
|
|
- private _computeLength(path);
|
|
|
- }
|
|
|
- class PositionNormalVertex {
|
|
|
- position: Vector3;
|
|
|
- normal: Vector3;
|
|
|
- constructor(position?: Vector3, normal?: Vector3);
|
|
|
- clone(): PositionNormalVertex;
|
|
|
- }
|
|
|
- class PositionNormalTextureVertex {
|
|
|
- position: Vector3;
|
|
|
- normal: Vector3;
|
|
|
- uv: Vector2;
|
|
|
- constructor(position?: Vector3, normal?: Vector3, uv?: Vector2);
|
|
|
- clone(): PositionNormalTextureVertex;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
- class EffectFallbacks {
|
|
|
- private _defines;
|
|
|
- private _currentRank;
|
|
|
- private _maxRank;
|
|
|
- addFallback(rank: number, define: string): void;
|
|
|
- isMoreFallbacks: boolean;
|
|
|
- reduce(currentDefines: string): string;
|
|
|
- }
|
|
|
- class Effect {
|
|
|
- name: any;
|
|
|
- defines: string;
|
|
|
- onCompiled: (effect: Effect) => void;
|
|
|
- onError: (effect: Effect, errors: string) => void;
|
|
|
- onBind: (effect: Effect) => void;
|
|
|
- private _engine;
|
|
|
- private _uniformsNames;
|
|
|
- private _samplers;
|
|
|
- private _isReady;
|
|
|
- private _compilationError;
|
|
|
- private _attributesNames;
|
|
|
- private _attributes;
|
|
|
- private _uniforms;
|
|
|
- _key: string;
|
|
|
- private _program;
|
|
|
- private _valueCache;
|
|
|
- constructor(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], engine: any, defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void);
|
|
|
- isReady(): boolean;
|
|
|
- getProgram(): WebGLProgram;
|
|
|
- getAttributesNames(): string[];
|
|
|
- getAttributeLocation(index: number): number;
|
|
|
- getAttributeLocationByName(name: string): number;
|
|
|
- getAttributesCount(): number;
|
|
|
- getUniformIndex(uniformName: string): number;
|
|
|
- getUniform(uniformName: string): WebGLUniformLocation;
|
|
|
- getSamplers(): string[];
|
|
|
- getCompilationError(): string;
|
|
|
- _loadVertexShader(vertex: any, callback: (data: any) => void): void;
|
|
|
- _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
|
|
|
- private _prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks?);
|
|
|
- isSupported: boolean;
|
|
|
- _bindTexture(channel: string, texture: WebGLTexture): void;
|
|
|
- setTexture(channel: string, texture: BaseTexture): void;
|
|
|
- setTextureFromPostProcess(channel: string, postProcess: PostProcess): void;
|
|
|
- _cacheMatrix(uniformName: any, matrix: any): void;
|
|
|
- _cacheFloat2(uniformName: string, x: number, y: number): void;
|
|
|
- _cacheFloat3(uniformName: string, x: number, y: number, z: number): void;
|
|
|
- _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
|
|
|
- setArray(uniformName: string, array: number[]): Effect;
|
|
|
- setArray2(uniformName: string, array: number[]): Effect;
|
|
|
- setArray3(uniformName: string, array: number[]): Effect;
|
|
|
- setArray4(uniformName: string, array: number[]): Effect;
|
|
|
- setMatrices(uniformName: string, matrices: Float32Array): Effect;
|
|
|
- setMatrix(uniformName: string, matrix: Matrix): Effect;
|
|
|
- setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
|
|
|
- setMatrix2x2(uniformname: string, matrix: Float32Array): Effect;
|
|
|
- setFloat(uniformName: string, value: number): Effect;
|
|
|
- setBool(uniformName: string, bool: boolean): Effect;
|
|
|
- setVector2(uniformName: string, vector2: Vector2): Effect;
|
|
|
- setFloat2(uniformName: string, x: number, y: number): Effect;
|
|
|
- setVector3(uniformName: string, vector3: Vector3): Effect;
|
|
|
- setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
|
|
|
- setVector4(uniformName: string, vector4: Vector4): Effect;
|
|
|
- setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
|
|
|
- setColor3(uniformName: string, color3: Color3): Effect;
|
|
|
- setColor4(uniformName: string, color3: Color3, alpha: number): Effect;
|
|
|
- static ShadersStore: {};
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
- class MaterialDefines {
|
|
|
- _keys: string[];
|
|
|
- isEqual(other: MaterialDefines): boolean;
|
|
|
- cloneTo(other: MaterialDefines): void;
|
|
|
- reset(): void;
|
|
|
- toString(): string;
|
|
|
- }
|
|
|
- class Material {
|
|
|
- name: string;
|
|
|
- private static _TriangleFillMode;
|
|
|
- private static _WireFrameFillMode;
|
|
|
- private static _PointFillMode;
|
|
|
- static TriangleFillMode: number;
|
|
|
- static WireFrameFillMode: number;
|
|
|
- static PointFillMode: number;
|
|
|
- private static _ClockWiseSideOrientation;
|
|
|
- private static _CounterClockWiseSideOrientation;
|
|
|
- static ClockWiseSideOrientation: number;
|
|
|
- static CounterClockWiseSideOrientation: number;
|
|
|
- id: string;
|
|
|
- checkReadyOnEveryCall: boolean;
|
|
|
- checkReadyOnlyOnce: boolean;
|
|
|
- state: string;
|
|
|
- alpha: number;
|
|
|
- backFaceCulling: boolean;
|
|
|
- sideOrientation: number;
|
|
|
- onCompiled: (effect: Effect) => void;
|
|
|
- onError: (effect: Effect, errors: string) => void;
|
|
|
- onDispose: () => void;
|
|
|
- onBind: (material: Material, mesh: Mesh) => void;
|
|
|
- getRenderTargetTextures: () => SmartArray<RenderTargetTexture>;
|
|
|
- alphaMode: number;
|
|
|
- disableDepthWrite: boolean;
|
|
|
- fogEnabled: boolean;
|
|
|
- _effect: Effect;
|
|
|
- _wasPreviouslyReady: boolean;
|
|
|
- private _scene;
|
|
|
- private _fillMode;
|
|
|
- private _cachedDepthWriteState;
|
|
|
- pointSize: number;
|
|
|
- zOffset: number;
|
|
|
- wireframe: boolean;
|
|
|
- pointsCloud: boolean;
|
|
|
- fillMode: number;
|
|
|
- constructor(name: string, scene: Scene, doNotAdd?: boolean);
|
|
|
- isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
|
|
|
- getEffect(): Effect;
|
|
|
- getScene(): Scene;
|
|
|
- needAlphaBlending(): boolean;
|
|
|
- needAlphaTesting(): boolean;
|
|
|
- getAlphaTestTexture(): BaseTexture;
|
|
|
- trackCreation(onCompiled: (effect: Effect) => void, onError: (effect: Effect, errors: string) => void): void;
|
|
|
- _preBind(): void;
|
|
|
- bind(world: Matrix, mesh?: Mesh): void;
|
|
|
- bindOnlyWorldMatrix(world: Matrix): void;
|
|
|
- unbind(): void;
|
|
|
- clone(name: string): Material;
|
|
|
- getBindedMeshes(): AbstractMesh[];
|
|
|
- dispose(forceDisposeEffect?: boolean): void;
|
|
|
- copyTo(other: Material): void;
|
|
|
+ */
|
|
|
+ static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
|
|
|
+ static Transform(ray: Ray, matrix: Matrix): Ray;
|
|
|
}
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
- class MultiMaterial extends Material {
|
|
|
- subMaterials: Material[];
|
|
|
- constructor(name: string, scene: Scene);
|
|
|
- getSubMaterial(index: any): Material;
|
|
|
- isReady(mesh?: AbstractMesh): boolean;
|
|
|
- clone(name: string): MultiMaterial;
|
|
|
+ enum Space {
|
|
|
+ LOCAL = 0,
|
|
|
+ WORLD = 1,
|
|
|
}
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
- class PBRMaterial extends Material {
|
|
|
- albedoColor: Color3;
|
|
|
- private _worldViewProjectionMatrix;
|
|
|
- private _globalAmbientColor;
|
|
|
- private _scaledDiffuse;
|
|
|
- private _scaledSpecular;
|
|
|
- private _renderId;
|
|
|
- private _defines;
|
|
|
- private _cachedDefines;
|
|
|
- constructor(name: string, scene: Scene);
|
|
|
- needAlphaBlending(): boolean;
|
|
|
- needAlphaTesting(): boolean;
|
|
|
- getAlphaTestTexture(): BaseTexture;
|
|
|
- isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
|
|
|
- bindOnlyWorldMatrix(world: Matrix): void;
|
|
|
- bind(world: Matrix, mesh?: Mesh): void;
|
|
|
- getAnimatables(): IAnimatable[];
|
|
|
- dispose(forceDisposeEffect?: boolean): void;
|
|
|
- clone(name: string): PBRMaterial;
|
|
|
+ class Axis {
|
|
|
+ static X: Vector3;
|
|
|
+ static Y: Vector3;
|
|
|
+ static Z: Vector3;
|
|
|
}
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
- class ShaderMaterial extends Material {
|
|
|
- private _shaderPath;
|
|
|
- private _options;
|
|
|
- private _textures;
|
|
|
- private _floats;
|
|
|
- private _floatsArrays;
|
|
|
- private _colors3;
|
|
|
- private _colors4;
|
|
|
- private _vectors2;
|
|
|
- private _vectors3;
|
|
|
- private _vectors4;
|
|
|
- private _matrices;
|
|
|
- private _matrices3x3;
|
|
|
- private _matrices2x2;
|
|
|
- private _cachedWorldViewMatrix;
|
|
|
- private _renderId;
|
|
|
- constructor(name: string, scene: Scene, shaderPath: any, options: any);
|
|
|
- needAlphaBlending(): boolean;
|
|
|
- needAlphaTesting(): boolean;
|
|
|
- private _checkUniform(uniformName);
|
|
|
- setTexture(name: string, texture: Texture): ShaderMaterial;
|
|
|
- setFloat(name: string, value: number): ShaderMaterial;
|
|
|
- setFloats(name: string, value: number[]): ShaderMaterial;
|
|
|
- setColor3(name: string, value: Color3): ShaderMaterial;
|
|
|
- setColor4(name: string, value: Color4): ShaderMaterial;
|
|
|
- setVector2(name: string, value: Vector2): ShaderMaterial;
|
|
|
- setVector3(name: string, value: Vector3): ShaderMaterial;
|
|
|
- setVector4(name: string, value: Vector4): ShaderMaterial;
|
|
|
- setMatrix(name: string, value: Matrix): ShaderMaterial;
|
|
|
- setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
|
|
|
- setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
|
|
|
- isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
|
|
|
- bindOnlyWorldMatrix(world: Matrix): void;
|
|
|
- bind(world: Matrix, mesh?: Mesh): void;
|
|
|
- clone(name: string): ShaderMaterial;
|
|
|
- dispose(forceDisposeEffect?: boolean): void;
|
|
|
+ class BezierCurve {
|
|
|
+ static interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
|
|
|
}
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
- class FresnelParameters {
|
|
|
- isEnabled: boolean;
|
|
|
- leftColor: Color3;
|
|
|
- rightColor: Color3;
|
|
|
- bias: number;
|
|
|
- power: number;
|
|
|
- clone(): FresnelParameters;
|
|
|
+ enum Orientation {
|
|
|
+ CW = 0,
|
|
|
+ CCW = 1,
|
|
|
}
|
|
|
- class StandardMaterial extends Material {
|
|
|
- diffuseTexture: BaseTexture;
|
|
|
- ambientTexture: BaseTexture;
|
|
|
- opacityTexture: BaseTexture;
|
|
|
- reflectionTexture: BaseTexture;
|
|
|
- emissiveTexture: BaseTexture;
|
|
|
- specularTexture: BaseTexture;
|
|
|
- bumpTexture: BaseTexture;
|
|
|
- lightmapTexture: BaseTexture;
|
|
|
- ambientColor: Color3;
|
|
|
- diffuseColor: Color3;
|
|
|
- specularColor: Color3;
|
|
|
- specularPower: number;
|
|
|
- emissiveColor: Color3;
|
|
|
- useAlphaFromDiffuseTexture: boolean;
|
|
|
- useEmissiveAsIllumination: boolean;
|
|
|
- linkEmissiveWithDiffuse: boolean;
|
|
|
- useReflectionFresnelFromSpecular: boolean;
|
|
|
- useSpecularOverAlpha: boolean;
|
|
|
- disableLighting: boolean;
|
|
|
- roughness: number;
|
|
|
- useLightmapAsShadowmap: boolean;
|
|
|
- diffuseFresnelParameters: FresnelParameters;
|
|
|
- opacityFresnelParameters: FresnelParameters;
|
|
|
- reflectionFresnelParameters: FresnelParameters;
|
|
|
- emissiveFresnelParameters: FresnelParameters;
|
|
|
- useGlossinessFromSpecularMapAlpha: boolean;
|
|
|
- private _renderTargets;
|
|
|
- private _worldViewProjectionMatrix;
|
|
|
- private _globalAmbientColor;
|
|
|
- private _scaledDiffuse;
|
|
|
- private _scaledSpecular;
|
|
|
- private _renderId;
|
|
|
- private _defines;
|
|
|
- private _cachedDefines;
|
|
|
- constructor(name: string, scene: Scene);
|
|
|
- needAlphaBlending(): boolean;
|
|
|
- needAlphaTesting(): boolean;
|
|
|
- private _shouldUseAlphaFromDiffuseTexture();
|
|
|
- getAlphaTestTexture(): BaseTexture;
|
|
|
- private _checkCache(scene, mesh?, useInstances?);
|
|
|
- isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
|
|
|
- unbind(): void;
|
|
|
- bindOnlyWorldMatrix(world: Matrix): void;
|
|
|
- bind(world: Matrix, mesh?: Mesh): void;
|
|
|
- getAnimatables(): IAnimatable[];
|
|
|
- dispose(forceDisposeEffect?: boolean): void;
|
|
|
- clone(name: string): StandardMaterial;
|
|
|
- static DiffuseTextureEnabled: boolean;
|
|
|
- static AmbientTextureEnabled: boolean;
|
|
|
- static OpacityTextureEnabled: boolean;
|
|
|
- static ReflectionTextureEnabled: boolean;
|
|
|
- static EmissiveTextureEnabled: boolean;
|
|
|
- static SpecularTextureEnabled: boolean;
|
|
|
- static BumpTextureEnabled: boolean;
|
|
|
- static FresnelEnabled: boolean;
|
|
|
- static LightmapEnabled: boolean;
|
|
|
+ class Angle {
|
|
|
+ private _radians;
|
|
|
+ constructor(radians: number);
|
|
|
+ degrees: () => number;
|
|
|
+ radians: () => number;
|
|
|
+ static BetweenTwoPoints(a: Vector2, b: Vector2): Angle;
|
|
|
+ static FromRadians(radians: number): Angle;
|
|
|
+ static FromDegrees(degrees: number): Angle;
|
|
|
+ }
|
|
|
+ class Arc2 {
|
|
|
+ startPoint: Vector2;
|
|
|
+ midPoint: Vector2;
|
|
|
+ endPoint: Vector2;
|
|
|
+ centerPoint: Vector2;
|
|
|
+ radius: number;
|
|
|
+ angle: Angle;
|
|
|
+ startAngle: Angle;
|
|
|
+ orientation: Orientation;
|
|
|
+ constructor(startPoint: Vector2, midPoint: Vector2, endPoint: Vector2);
|
|
|
+ }
|
|
|
+ class PathCursor {
|
|
|
+ private path;
|
|
|
+ private _onchange;
|
|
|
+ value: number;
|
|
|
+ animations: Animation[];
|
|
|
+ constructor(path: Path2);
|
|
|
+ getPoint(): Vector3;
|
|
|
+ moveAhead(step?: number): PathCursor;
|
|
|
+ moveBack(step?: number): PathCursor;
|
|
|
+ move(step: number): PathCursor;
|
|
|
+ private ensureLimits();
|
|
|
+ private markAsDirty(propertyName);
|
|
|
+ private raiseOnChange();
|
|
|
+ onchange(f: (cursor: PathCursor) => void): PathCursor;
|
|
|
+ }
|
|
|
+ class Path2 {
|
|
|
+ private _points;
|
|
|
+ private _length;
|
|
|
+ closed: boolean;
|
|
|
+ constructor(x: number, y: number);
|
|
|
+ addLineTo(x: number, y: number): Path2;
|
|
|
+ addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
|
|
|
+ close(): Path2;
|
|
|
+ length(): number;
|
|
|
+ getPoints(): Vector2[];
|
|
|
+ getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
|
|
|
+ static StartingAt(x: number, y: number): Path2;
|
|
|
+ }
|
|
|
+ class Path3D {
|
|
|
+ path: Vector3[];
|
|
|
+ private _curve;
|
|
|
+ private _distances;
|
|
|
+ private _tangents;
|
|
|
+ private _normals;
|
|
|
+ private _binormals;
|
|
|
+ private _raw;
|
|
|
+ /**
|
|
|
+ * new Path3D(path, normal, raw)
|
|
|
+ * path : an array of Vector3, the curve axis of the Path3D
|
|
|
+ * normal (optional) : Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
|
|
|
+ * raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
|
|
|
+ */
|
|
|
+ constructor(path: Vector3[], firstNormal?: Vector3, raw?: boolean);
|
|
|
+ getCurve(): Vector3[];
|
|
|
+ getTangents(): Vector3[];
|
|
|
+ getNormals(): Vector3[];
|
|
|
+ getBinormals(): Vector3[];
|
|
|
+ getDistances(): number[];
|
|
|
+ update(path: Vector3[], firstNormal?: Vector3): Path3D;
|
|
|
+ private _compute(firstNormal);
|
|
|
+ private _getFirstNonNullVector(index);
|
|
|
+ private _getLastNonNullVector(index);
|
|
|
+ private _normalVector(v0, vt, va);
|
|
|
+ }
|
|
|
+ class Curve3 {
|
|
|
+ private _points;
|
|
|
+ private _length;
|
|
|
+ static CreateQuadraticBezier(v0: Vector3, v1: Vector3, v2: Vector3, nbPoints: number): Curve3;
|
|
|
+ static CreateCubicBezier(v0: Vector3, v1: Vector3, v2: Vector3, v3: Vector3, nbPoints: number): Curve3;
|
|
|
+ static CreateHermiteSpline(p1: Vector3, t1: Vector3, p2: Vector3, t2: Vector3, nbPoints: number): Curve3;
|
|
|
+ constructor(points: Vector3[]);
|
|
|
+ getPoints(): Vector3[];
|
|
|
+ length(): number;
|
|
|
+ continue(curve: Curve3): Curve3;
|
|
|
+ private _computeLength(path);
|
|
|
+ }
|
|
|
+ class PositionNormalVertex {
|
|
|
+ position: Vector3;
|
|
|
+ normal: Vector3;
|
|
|
+ constructor(position?: Vector3, normal?: Vector3);
|
|
|
+ clone(): PositionNormalVertex;
|
|
|
+ }
|
|
|
+ class PositionNormalTextureVertex {
|
|
|
+ position: Vector3;
|
|
|
+ normal: Vector3;
|
|
|
+ uv: Vector2;
|
|
|
+ constructor(position?: Vector3, normal?: Vector3, uv?: Vector2);
|
|
|
+ clone(): PositionNormalTextureVertex;
|
|
|
}
|
|
|
}
|
|
|
|
|
@@ -6071,6 +6073,7 @@ declare module BABYLON {
|
|
|
}
|
|
|
class Tools {
|
|
|
static BaseUrl: string;
|
|
|
+ static CorsBehavior: any;
|
|
|
static ToHex(i: number): string;
|
|
|
static SetImmediate(action: () => void): void;
|
|
|
static IsExponentOfTwo(value: number): boolean;
|
|
@@ -6342,9 +6345,6 @@ declare module BABYLON {
|
|
|
}
|
|
|
}
|
|
|
|
|
|
-declare module BABYLON.Internals {
|
|
|
-}
|
|
|
-
|
|
|
declare module BABYLON {
|
|
|
class ShadowGenerator {
|
|
|
private static _FILTER_NONE;
|
|
@@ -6400,6 +6400,9 @@ declare module BABYLON {
|
|
|
}
|
|
|
}
|
|
|
|
|
|
+declare module BABYLON.Internals {
|
|
|
+}
|
|
|
+
|
|
|
declare module BABYLON {
|
|
|
class BaseTexture {
|
|
|
name: string;
|