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@@ -7536,6 +7536,7 @@ var BABYLON;
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BABYLON.MultiObserver = MultiObserver;
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/**
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* The Observable class is a simple implementation of the Observable pattern.
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+ *
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* There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
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* This enable a more fine grained execution without having to rely on multiple different Observable objects.
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* For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
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@@ -15715,7 +15716,6 @@ var BABYLON;
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this._animationPropertiesOverride = null;
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/**
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* An event triggered when the mesh is disposed
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- * @type {BABYLON.Observable}
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*/
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this.onDisposeObservable = new BABYLON.Observable();
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// Behaviors
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@@ -16620,7 +16620,6 @@ var BABYLON;
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_this._isWorldMatrixFrozen = false;
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/**
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* An event triggered after the world matrix is updated
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- * @type {BABYLON.Observable}
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*/
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_this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
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_this._nonUniformScaling = false;
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@@ -17566,17 +17565,14 @@ var BABYLON;
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// Events
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/**
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* An event triggered when this mesh collides with another one
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- * @type {BABYLON.Observable}
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*/
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_this.onCollideObservable = new BABYLON.Observable();
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/**
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* An event triggered when the collision's position changes
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- * @type {BABYLON.Observable}
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*/
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_this.onCollisionPositionChangeObservable = new BABYLON.Observable();
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/**
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* An event triggered when material is changed
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- * @type {BABYLON.Observable}
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*/
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_this.onMaterialChangedObservable = new BABYLON.Observable();
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// Properties
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@@ -17643,7 +17639,6 @@ var BABYLON;
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_this.alwaysSelectAsActiveMesh = false;
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/**
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* This scene's action manager
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- * @type {BABYLON.ActionManager}
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*/
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_this.actionManager = null;
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// Physics
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@@ -21654,7 +21649,7 @@ var BABYLON;
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BABYLON.RenderingGroupInfo = RenderingGroupInfo;
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/**
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* Represents a scene to be rendered by the engine.
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- * @see http://doc.babylonjs.com/page.php?p=21911
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+ * @see http://doc.babylonjs.com/features/scene
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*/
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var Scene = /** @class */ (function () {
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/**
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@@ -21688,178 +21683,145 @@ var BABYLON;
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this.disableOfflineSupportExceptionRules = new Array();
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/**
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* An event triggered when the scene is disposed.
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- * @type {BABYLON.Observable}
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*/
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this.onDisposeObservable = new BABYLON.Observable();
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this._onDisposeObserver = null;
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/**
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* An event triggered before rendering the scene (right after animations and physics)
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- * @type {BABYLON.Observable}
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*/
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this.onBeforeRenderObservable = new BABYLON.Observable();
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this._onBeforeRenderObserver = null;
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/**
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* An event triggered after rendering the scene
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- * @type {BABYLON.Observable}
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*/
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this.onAfterRenderObservable = new BABYLON.Observable();
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this._onAfterRenderObserver = null;
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/**
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* An event triggered before animating the scene
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- * @type {BABYLON.Observable}
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*/
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this.onBeforeAnimationsObservable = new BABYLON.Observable();
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/**
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* An event triggered after animations processing
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- * @type {BABYLON.Observable}
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*/
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this.onAfterAnimationsObservable = new BABYLON.Observable();
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/**
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* An event triggered before draw calls are ready to be sent
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- * @type {BABYLON.Observable}
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*/
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this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
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/**
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* An event triggered after draw calls have been sent
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- * @type {BABYLON.Observable}
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*/
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this.onAfterDrawPhaseObservable = new BABYLON.Observable();
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/**
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* An event triggered when physic simulation is about to be run
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- * @type {BABYLON.Observable}
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*/
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this.onBeforePhysicsObservable = new BABYLON.Observable();
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/**
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* An event triggered when physic simulation has been done
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- * @type {BABYLON.Observable}
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*/
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this.onAfterPhysicsObservable = new BABYLON.Observable();
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/**
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* An event triggered when the scene is ready
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- * @type {BABYLON.Observable}
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*/
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this.onReadyObservable = new BABYLON.Observable();
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/**
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* An event triggered before rendering a camera
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- * @type {BABYLON.Observable}
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*/
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this.onBeforeCameraRenderObservable = new BABYLON.Observable();
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this._onBeforeCameraRenderObserver = null;
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/**
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* An event triggered after rendering a camera
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- * @type {BABYLON.Observable}
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*/
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this.onAfterCameraRenderObservable = new BABYLON.Observable();
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this._onAfterCameraRenderObserver = null;
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/**
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* An event triggered when active meshes evaluation is about to start
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- * @type {BABYLON.Observable}
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*/
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this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
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/**
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* An event triggered when active meshes evaluation is done
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- * @type {BABYLON.Observable}
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*/
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this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
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/**
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* An event triggered when particles rendering is about to start
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* Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
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- * @type {BABYLON.Observable}
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*/
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this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
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/**
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* An event triggered when particles rendering is done
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* Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
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- * @type {BABYLON.Observable}
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*/
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this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
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/**
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* An event triggered when sprites rendering is about to start
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* Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
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- * @type {BABYLON.Observable}
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*/
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this.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
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/**
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* An event triggered when sprites rendering is done
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* Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
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- * @type {BABYLON.Observable}
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*/
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this.onAfterSpritesRenderingObservable = new BABYLON.Observable();
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/**
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* An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
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- * @type {BABYLON.Observable}
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*/
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this.onDataLoadedObservable = new BABYLON.Observable();
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/**
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* An event triggered when a camera is created
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- * @type {BABYLON.Observable}
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*/
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this.onNewCameraAddedObservable = new BABYLON.Observable();
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/**
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* An event triggered when a camera is removed
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- * @type {BABYLON.Observable}
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*/
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this.onCameraRemovedObservable = new BABYLON.Observable();
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/**
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* An event triggered when a light is created
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- * @type {BABYLON.Observable}
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*/
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this.onNewLightAddedObservable = new BABYLON.Observable();
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/**
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* An event triggered when a light is removed
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- * @type {BABYLON.Observable}
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*/
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this.onLightRemovedObservable = new BABYLON.Observable();
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/**
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* An event triggered when a geometry is created
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- * @type {BABYLON.Observable}
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*/
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this.onNewGeometryAddedObservable = new BABYLON.Observable();
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/**
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* An event triggered when a geometry is removed
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- * @type {BABYLON.Observable}
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*/
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this.onGeometryRemovedObservable = new BABYLON.Observable();
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/**
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* An event triggered when a transform node is created
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- * @type {BABYLON.Observable}
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*/
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this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
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/**
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* An event triggered when a transform node is removed
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- * @type {BABYLON.Observable}
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*/
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this.onTransformNodeRemovedObservable = new BABYLON.Observable();
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/**
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* An event triggered when a mesh is created
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- * @type {BABYLON.Observable}
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*/
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this.onNewMeshAddedObservable = new BABYLON.Observable();
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/**
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* An event triggered when a mesh is removed
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- * @type {BABYLON.Observable}
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*/
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this.onMeshRemovedObservable = new BABYLON.Observable();
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/**
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* An event triggered when render targets are about to be rendered
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* Can happen multiple times per frame.
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- * @type {BABYLON.Observable}
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*/
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this.OnBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
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/**
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* An event triggered when render targets were rendered.
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* Can happen multiple times per frame.
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- * @type {BABYLON.Observable}
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*/
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this.OnAfterRenderTargetsRenderObservable = new BABYLON.Observable();
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/**
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* An event triggered before calculating deterministic simulation step
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- * @type {BABYLON.Observable}
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*/
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this.onBeforeStepObservable = new BABYLON.Observable();
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/**
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* An event triggered after calculating deterministic simulation step
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- * @type {BABYLON.Observable}
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*/
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this.onAfterStepObservable = new BABYLON.Observable();
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/**
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@@ -21908,7 +21870,6 @@ var BABYLON;
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// Coordinate system
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/**
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* use right-handed coordinate system on this scene.
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- * @type {boolean}
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*/
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this._useRightHandedSystem = false;
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// Fog
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@@ -21921,12 +21882,10 @@ var BABYLON;
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// Lights
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/**
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* is shadow enabled on this scene.
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- * @type {boolean}
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*/
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this._shadowsEnabled = true;
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/**
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* is light enabled on this scene.
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- * @type {boolean}
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*/
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this._lightsEnabled = true;
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/**
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@@ -27028,7 +26987,6 @@ var BABYLON;
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this.animations = new Array();
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/**
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* An event triggered when the texture is disposed.
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- * @type {BABYLON.Observable}
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*/
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this.onDisposeObservable = new BABYLON.Observable();
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this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
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@@ -27903,17 +27861,14 @@ var BABYLON;
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// Events
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/**
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* An event triggered before rendering the mesh
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- * @type {BABYLON.Observable}
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*/
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_this.onBeforeRenderObservable = new BABYLON.Observable();
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/**
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* An event triggered after rendering the mesh
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- * @type {BABYLON.Observable}
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*/
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_this.onAfterRenderObservable = new BABYLON.Observable();
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/**
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* An event triggered before drawing the mesh
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- * @type {BABYLON.Observable}
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*/
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_this.onBeforeDrawObservable = new BABYLON.Observable();
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// Members
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@@ -31517,17 +31472,14 @@ var BABYLON;
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this.storeEffectOnSubMeshes = false;
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/**
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* An event triggered when the material is disposed.
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- * @type {BABYLON.Observable}
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*/
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this.onDisposeObservable = new BABYLON.Observable();
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/**
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* An event triggered when the material is bound.
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- * @type {BABYLON.Observable}
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*/
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this.onBindObservable = new BABYLON.Observable();
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/**
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* An event triggered when the material is unbound.
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- * @type {BABYLON.Observable}
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*/
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this.onUnBindObservable = new BABYLON.Observable();
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/**
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@@ -37675,7 +37627,6 @@ var BABYLON;
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this._isEnabled = true;
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/**
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* An event triggered when the configuration changes and requires Shader to Update some parameters.
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- * @type {BABYLON.Observable}
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*/
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this.onUpdateParameters = new BABYLON.Observable();
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}
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@@ -49270,7 +49221,6 @@ var BABYLON;
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this.triggerOptions = triggerOptions;
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/**
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* An event triggered prior to action being executed.
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- * @type Observable
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*/
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this.onBeforeExecuteObservable = new BABYLON.Observable();
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if (triggerOptions.parameter) {
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@@ -50503,7 +50453,6 @@ var BABYLON;
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this.isPickable = false;
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/**
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* An event triggered when the manager is disposed.
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- * @type {BABYLON.Observable}
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*/
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this.onDisposeObservable = new BABYLON.Observable();
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this._vertexBuffers = {};
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@@ -59461,27 +59410,22 @@ var BABYLON;
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// Events
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/**
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* An event triggered when the texture is unbind.
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- * @type {BABYLON.Observable}
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*/
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_this.onBeforeBindObservable = new BABYLON.Observable();
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/**
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* An event triggered when the texture is unbind.
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- * @type {BABYLON.Observable}
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*/
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_this.onAfterUnbindObservable = new BABYLON.Observable();
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/**
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* An event triggered before rendering the texture
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- * @type {BABYLON.Observable}
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*/
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_this.onBeforeRenderObservable = new BABYLON.Observable();
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/**
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* An event triggered after rendering the texture
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- * @type {BABYLON.Observable}
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*/
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_this.onAfterRenderObservable = new BABYLON.Observable();
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/**
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* An event triggered after the texture clear
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- * @type {BABYLON.Observable}
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*/
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_this.onClearObservable = new BABYLON.Observable();
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_this._currentRefreshId = -1;
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@@ -61053,27 +60997,22 @@ var BABYLON;
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// Events
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/**
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* An event triggered when the postprocess is activated.
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- * @type {BABYLON.Observable}
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*/
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this.onActivateObservable = new BABYLON.Observable();
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/**
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* An event triggered when the postprocess changes its size.
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- * @type {BABYLON.Observable}
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*/
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this.onSizeChangedObservable = new BABYLON.Observable();
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/**
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* An event triggered when the postprocess applies its effect.
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- * @type {BABYLON.Observable}
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*/
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this.onApplyObservable = new BABYLON.Observable();
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/**
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* An event triggered before rendering the postprocess
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- * @type {BABYLON.Observable}
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*/
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this.onBeforeRenderObservable = new BABYLON.Observable();
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/**
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* An event triggered after rendering the postprocess
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- * @type {BABYLON.Observable}
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*/
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this.onAfterRenderObservable = new BABYLON.Observable();
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if (camera != null) {
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@@ -68811,57 +68750,47 @@ var BABYLON;
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// Members
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/**
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* The PassPostProcess id in the pipeline that contains the original scene color
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- * @type {string}
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*/
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_this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
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/**
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* The SSAO PostProcess id in the pipeline
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- * @type {string}
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*/
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_this.SSAORenderEffect = "SSAORenderEffect";
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/**
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* The horizontal blur PostProcess id in the pipeline
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- * @type {string}
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*/
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_this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
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/**
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* The vertical blur PostProcess id in the pipeline
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- * @type {string}
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*/
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_this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
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/**
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* The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
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- * @type {string}
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*/
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_this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
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/**
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* The output strength of the SSAO post-process. Default value is 1.0.
|
|
|
- * @type {number}
|
|
|
*/
|
|
|
_this.totalStrength = 1.0;
|
|
|
/**
|
|
|
* The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
|
|
|
- * @type {number}
|
|
|
*/
|
|
|
_this.radius = 0.0001;
|
|
|
/**
|
|
|
* Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
|
|
|
* Must not be equal to fallOff and superior to fallOff.
|
|
|
* Default value is 0.975
|
|
|
- * @type {number}
|
|
|
*/
|
|
|
_this.area = 0.0075;
|
|
|
/**
|
|
|
* Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
|
|
|
* Must not be equal to area and inferior to area.
|
|
|
* Default value is 0.0
|
|
|
- * @type {number}
|
|
|
*/
|
|
|
_this.fallOff = 0.000001;
|
|
|
/**
|
|
|
* The base color of the SSAO post-process
|
|
|
* The final result is "base + ssao" between [0, 1]
|
|
|
- * @type {number}
|
|
|
*/
|
|
|
_this.base = 0.5;
|
|
|
_this._firstUpdate = true;
|
|
@@ -69040,63 +68969,51 @@ var BABYLON;
|
|
|
// Members
|
|
|
/**
|
|
|
* The PassPostProcess id in the pipeline that contains the original scene color
|
|
|
- * @type {string}
|
|
|
*/
|
|
|
_this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
|
|
|
/**
|
|
|
* The SSAO PostProcess id in the pipeline
|
|
|
- * @type {string}
|
|
|
*/
|
|
|
_this.SSAORenderEffect = "SSAORenderEffect";
|
|
|
/**
|
|
|
* The horizontal blur PostProcess id in the pipeline
|
|
|
- * @type {string}
|
|
|
*/
|
|
|
_this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
|
|
|
/**
|
|
|
* The vertical blur PostProcess id in the pipeline
|
|
|
- * @type {string}
|
|
|
*/
|
|
|
_this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
|
|
|
/**
|
|
|
* The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
|
|
|
- * @type {string}
|
|
|
*/
|
|
|
_this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
|
|
|
/**
|
|
|
* The output strength of the SSAO post-process. Default value is 1.0.
|
|
|
- * @type {number}
|
|
|
*/
|
|
|
_this.totalStrength = 1.0;
|
|
|
/**
|
|
|
* Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
|
|
|
- * @type {number}
|
|
|
*/
|
|
|
_this.maxZ = 100.0;
|
|
|
/**
|
|
|
* In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
|
|
|
- * @type {number}
|
|
|
*/
|
|
|
_this.minZAspect = 0.2;
|
|
|
/**
|
|
|
* Number of samples used for the SSAO calculations. Default value is 8
|
|
|
- * @type {number}
|
|
|
*/
|
|
|
_this._samples = 8;
|
|
|
/**
|
|
|
* Are we using bilateral blur ?
|
|
|
- * @type {boolean}
|
|
|
*/
|
|
|
_this._expensiveBlur = true;
|
|
|
/**
|
|
|
* The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
|
|
|
- * @type {number}
|
|
|
*/
|
|
|
_this.radius = 2.0;
|
|
|
/**
|
|
|
* The base color of the SSAO post-process
|
|
|
* The final result is "base + ssao" between [0, 1]
|
|
|
- * @type {number}
|
|
|
*/
|
|
|
_this.base = 0.1;
|
|
|
_this._firstUpdate = true;
|
|
@@ -69157,7 +69074,6 @@ var BABYLON;
|
|
|
Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
|
|
|
/**
|
|
|
* Support test.
|
|
|
- * @type {boolean}
|
|
|
*/
|
|
|
get: function () {
|
|
|
var engine = BABYLON.Engine.LastCreatedEngine;
|
|
@@ -69395,17 +69311,14 @@ var BABYLON;
|
|
|
// - grain texture
|
|
|
/**
|
|
|
* The chromatic aberration PostProcess id in the pipeline
|
|
|
- * @type {string}
|
|
|
*/
|
|
|
_this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
|
|
|
/**
|
|
|
* The highlights enhancing PostProcess id in the pipeline
|
|
|
- * @type {string}
|
|
|
*/
|
|
|
_this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
|
|
|
/**
|
|
|
* The depth-of-field PostProcess id in the pipeline
|
|
|
- * @type {string}
|
|
|
*/
|
|
|
_this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
|
|
|
_this._scene = scene;
|
|
@@ -70829,11 +70742,7 @@ var BABYLON;
|
|
|
var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
|
|
|
__extends(DepthOfFieldMergePostProcess, _super);
|
|
|
/**
|
|
|
-<<<<<<< HEAD
|
|
|
- * Creates a new instance CircleOfConfusionPostProcess
|
|
|
-=======
|
|
|
- * Creates a new instance of @see DepthOfFieldMergePostProcess
|
|
|
->>>>>>> 70d3435c5f934f0416dfbf106f59fe53aacc8393
|
|
|
+ * Creates a new instance of DepthOfFieldMergePostProcess
|
|
|
* @param name The name of the effect.
|
|
|
* @param originalFromInput Post process which's input will be used for the merge.
|
|
|
* @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
|
|
@@ -72400,17 +72309,14 @@ var BABYLON;
|
|
|
_this._screenCoordinates = BABYLON.Vector2.Zero();
|
|
|
/**
|
|
|
* Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
|
|
|
- * @type {Vector3}
|
|
|
*/
|
|
|
_this.customMeshPosition = BABYLON.Vector3.Zero();
|
|
|
/**
|
|
|
* Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
|
|
|
- * @type {boolean}
|
|
|
*/
|
|
|
_this.useCustomMeshPosition = false;
|
|
|
/**
|
|
|
* If the post-process should inverse the light scattering direction
|
|
|
- * @type {boolean}
|
|
|
*/
|
|
|
_this.invert = true;
|
|
|
/**
|
|
@@ -72419,22 +72325,18 @@ var BABYLON;
|
|
|
_this.excludedMeshes = new Array();
|
|
|
/**
|
|
|
* Controls the overall intensity of the post-process
|
|
|
- * @type {number}
|
|
|
*/
|
|
|
_this.exposure = 0.3;
|
|
|
/**
|
|
|
* Dissipates each sample's contribution in range [0, 1]
|
|
|
- * @type {number}
|
|
|
*/
|
|
|
_this.decay = 0.96815;
|
|
|
/**
|
|
|
* Controls the overall intensity of each sample
|
|
|
- * @type {number}
|
|
|
*/
|
|
|
_this.weight = 0.58767;
|
|
|
/**
|
|
|
* Controls the density of each sample
|
|
|
- * @type {number}
|
|
|
*/
|
|
|
_this.density = 0.926;
|
|
|
scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
|
|
@@ -74875,7 +74777,6 @@ var BABYLON;
|
|
|
// Events
|
|
|
/**
|
|
|
* An event triggered before computing the skeleton's matrices
|
|
|
- * @type {BABYLON.Observable}
|
|
|
*/
|
|
|
this.onBeforeComputeObservable = new BABYLON.Observable();
|
|
|
this.bones = [];
|
|
@@ -89877,17 +89778,14 @@ var BABYLON;
|
|
|
// Events
|
|
|
/**
|
|
|
* An event triggered when the layer is disposed.
|
|
|
- * @type {BABYLON.Observable}
|
|
|
*/
|
|
|
this.onDisposeObservable = new BABYLON.Observable();
|
|
|
/**
|
|
|
* An event triggered before rendering the scene
|
|
|
- * @type {BABYLON.Observable}
|
|
|
*/
|
|
|
this.onBeforeRenderObservable = new BABYLON.Observable();
|
|
|
/**
|
|
|
* An event triggered after rendering the scene
|
|
|
- * @type {BABYLON.Observable}
|
|
|
*/
|
|
|
this.onAfterRenderObservable = new BABYLON.Observable();
|
|
|
this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
|
|
@@ -92187,7 +92085,6 @@ var BABYLON;
|
|
|
_this._fovMultiplier = 1.0;
|
|
|
/**
|
|
|
* Enable the FOV adjustment feature controlled by fovMultiplier.
|
|
|
- * @type {boolean}
|
|
|
*/
|
|
|
_this.useEquirectangularFOV = false;
|
|
|
_this._maxSimultaneousLights = 4;
|