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@@ -4488,6 +4488,16 @@ declare module "babylonjs/Maths/math.vector" {
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*/
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static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
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/**
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+ * Stores a left-handed perspective projection into a given matrix with depth reversed
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+ * @param fov defines the horizontal field of view
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+ * @param aspect defines the aspect ratio
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+ * @param znear defines the near clip plane
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+ * @param zfar not used as infinity is used as far clip
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+ * @param result defines the target matrix
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+ * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
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+ */
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+ static PerspectiveFovReverseLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
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+ /**
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* Creates a right-handed perspective projection matrix
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* @param fov defines the horizontal field of view
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* @param aspect defines the aspect ratio
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@@ -4507,6 +4517,16 @@ declare module "babylonjs/Maths/math.vector" {
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*/
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static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
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/**
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+ * Stores a right-handed perspective projection into a given matrix
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+ * @param fov defines the horizontal field of view
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+ * @param aspect defines the aspect ratio
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+ * @param znear defines the near clip plane
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+ * @param zfar not used as infinity is used as far clip
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+ * @param result defines the target matrix
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+ * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
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+ */
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+ static PerspectiveFovReverseRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
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+ /**
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* Stores a perspective projection for WebVR info a given matrix
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* @param fov defines the field of view
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* @param znear defines the near clip plane
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@@ -30319,6 +30339,11 @@ declare module "babylonjs/Engines/thinEngine" {
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/** Gets or sets a boolean indicating if the engine should validate programs after compilation */
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validateShaderPrograms: boolean;
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/**
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+ * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.
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+ * This can provide greater z depth for distant objects.
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+ */
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+ useReverseDepthBuffer: boolean;
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+ /**
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* Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
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*/
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disableUniformBuffers: boolean;
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@@ -42966,6 +42991,18 @@ declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
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* A list of meshes to be used as the teleportation floor. (default: empty)
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*/
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floorMeshes?: Mesh[];
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+ /**
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+ * The teleportation mode. (default: TELEPORTATIONMODE_CONSTANTTIME)
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+ */
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+ teleportationMode?: number;
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+ /**
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+ * The duration of the animation in ms, apply when animationMode is TELEPORTATIONMODE_CONSTANTTIME. (default 122ms)
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+ */
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+ teleportationTime?: number;
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+ /**
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+ * The speed of the animation in distance/sec, apply when animationMode is TELEPORTATIONMODE_CONSTANTSPEED. (default 20 units / sec)
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+ */
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+ teleportationSpeed?: number;
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}
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/**
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* Options to modify the vr experience helper's behavior.
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@@ -43070,6 +43107,9 @@ declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
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private _teleportActive;
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private _floorMeshName;
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private _floorMeshesCollection;
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+ private _teleportationMode;
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+ private _teleportationTime;
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+ private _teleportationSpeed;
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private _rotationAllowed;
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private _teleportBackwardsVector;
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private _teleportationTarget;
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@@ -43282,6 +43322,14 @@ declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
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private _workingQuaternion;
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private _workingMatrix;
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/**
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+ * Time Constant Teleportation Mode
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+ */
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+ static readonly TELEPORTATIONMODE_CONSTANTTIME: number;
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+ /**
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+ * Speed Constant Teleportation Mode
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+ */
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+ static readonly TELEPORTATIONMODE_CONSTANTSPEED: number;
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+ /**
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* Teleports the users feet to the desired location
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* @param location The location where the user's feet should be placed
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*/
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@@ -43477,7 +43525,7 @@ declare module "babylonjs/Cameras/XR/webXRSessionManager" {
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* @param optionalFeatures defines optional values to pass to the session builder
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* @returns a promise which will resolve once the session has been initialized
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*/
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- initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): any;
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+ initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): Promise<XRSession>;
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/**
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* Sets the reference space on the xr session
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* @param referenceSpace space to set
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@@ -43622,7 +43670,7 @@ declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
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* @param renderTarget the output canvas that will be used to enter XR mode
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* @returns promise that resolves after xr mode has entered
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*/
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- enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
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+ enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): Promise<WebXRSessionManager>;
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/**
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* Updates the global position of the camera by moving the camera's container
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* This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
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@@ -43688,6 +43736,16 @@ declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
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* User provided buttons to enable/disable WebXR. The system will provide default if not set
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*/
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customButtons?: Array<WebXREnterExitUIButton>;
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+ /**
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+ * A session mode to use when creating the default button.
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+ * Default is immersive-vr
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+ */
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+ sessionMode?: XRSessionMode;
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+ /**
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+ * A reference space type to use when creating the default button.
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+ * Default is local-floor
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+ */
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+ referenceSpaceType?: XRReferenceSpaceType;
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}
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/**
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* UI to allow the user to enter/exit XR mode
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@@ -44545,11 +44603,18 @@ declare module "babylonjs/Gamepads/Controllers/viveController" {
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}
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declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
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import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
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+ import { Observable } from "babylonjs/Misc/observable";
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+ import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
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/**
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* Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
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*/
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export class WebXRControllerModelLoader {
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/**
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+ * an observable that triggers when a new model (the mesh itself) was initialized.
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+ * To know when the mesh was loaded use the controller's own modelLoaded() method
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+ */
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+ onControllerModelLoaded: Observable<WebXRController>;
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+ /**
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* Creates the WebXRControllerModelLoader
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* @param input xr input that creates the controllers
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*/
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@@ -47627,6 +47692,7 @@ declare module "babylonjs/Gizmos/scaleGizmo" {
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private _scaleRatio;
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private _uniformScalingMesh;
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private _octahedron;
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+ private _sensitivity;
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/** Fires an event when any of it's sub gizmos are dragged */
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onDragStartObservable: Observable<unknown>;
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/** Fires an event when any of it's sub gizmos are released from dragging */
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@@ -47647,6 +47713,10 @@ declare module "babylonjs/Gizmos/scaleGizmo" {
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*/
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scaleRatio: number;
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/**
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+ * Sensitivity factor for dragging (Default: 1)
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+ */
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+ sensitivity: number;
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+ /**
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* Disposes of the gizmo
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*/
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dispose(): void;
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@@ -47687,6 +47757,10 @@ declare module "babylonjs/Gizmos/axisScaleGizmo" {
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* If the scaling operation should be done on all axis (default: false)
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*/
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uniformScaling: boolean;
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+ /**
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+ * Custom sensitivity value for the drag strength
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+ */
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+ sensitivity: number;
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private _isEnabled;
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private _parent;
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private _arrow;
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@@ -48349,8 +48423,9 @@ declare module "babylonjs/Gizmos/lightGizmo" {
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export class LightGizmo extends Gizmo {
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private _lightMesh;
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private _material;
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- private cachedPosition;
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- private cachedForward;
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+ private _cachedPosition;
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+ private _cachedForward;
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+ private _attachedMeshParent;
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/**
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* Creates a LightGizmo
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* @param gizmoLayer The utility layer the gizmo will be added to
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@@ -48374,7 +48449,7 @@ declare module "babylonjs/Gizmos/lightGizmo" {
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/**
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* Creates the lines for a light mesh
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*/
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- private static _createLightLines;
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+ private static _CreateLightLines;
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/**
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* Disposes of the light gizmo
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*/
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@@ -56446,6 +56521,7 @@ declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
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export class TextureBlock extends NodeMaterialBlock {
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private _defineName;
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private _linearDefineName;
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+ private _tempTextureRead;
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private _samplerName;
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private _transformedUVName;
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private _textureTransformName;
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@@ -56502,6 +56578,7 @@ declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
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bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
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private readonly _isMixed;
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private _injectVertexCode;
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+ private _writeTextureRead;
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private _writeOutput;
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protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
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protected _dumpPropertiesCode(): string;
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@@ -59196,9 +59273,9 @@ declare module "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock" {
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*/
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getClassName(): string;
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/**
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- * Gets the position input component
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+ * Gets the seed input component
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*/
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- readonly position: NodeMaterialConnectionPoint;
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+ readonly seed: NodeMaterialConnectionPoint;
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/**
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* Gets the jitter input component
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*/
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@@ -59241,9 +59318,9 @@ declare module "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock" {
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*/
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getClassName(): string;
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/**
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- * Gets the position operand input component
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+ * Gets the seed operand input component
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*/
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- readonly position: NodeMaterialConnectionPoint;
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+ readonly seed: NodeMaterialConnectionPoint;
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/**
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* Gets the output component
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*/
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@@ -59251,6 +59328,74 @@ declare module "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock" {
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protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
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}
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}
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+declare module "babylonjs/Materials/Node/Blocks/normalBlendBlock" {
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+ import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
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+ import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
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+ import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
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+ /**
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+ * Block used to blend normals
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+ */
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+ export class NormalBlendBlock extends NodeMaterialBlock {
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+ /**
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+ * Creates a new NormalBlendBlock
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+ * @param name defines the block name
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+ */
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+ constructor(name: string);
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+ /**
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+ * Gets the current class name
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+ * @returns the class name
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+ */
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+ getClassName(): string;
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+ /**
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+ * Gets the first input component
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+ */
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+ readonly input0: NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the second input component
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+ */
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+ readonly input1: NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the output component
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+ */
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+ readonly output: NodeMaterialConnectionPoint;
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+ protected _buildBlock(state: NodeMaterialBuildState): this;
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+ }
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+}
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+declare module "babylonjs/Materials/Node/Blocks/rotate2dBlock" {
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+ import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
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+ import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
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+ import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
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+ import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
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+ /**
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+ * Block used to rotate a 2d vector by a given angle
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+ */
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+ export class Rotate2dBlock extends NodeMaterialBlock {
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+ /**
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+ * Creates a new Rotate2dBlock
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+ * @param name defines the block name
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+ */
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+ constructor(name: string);
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+ /**
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+ * Gets the current class name
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+ * @returns the class name
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+ */
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+ getClassName(): string;
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+ /**
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+ * Gets the input vector
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+ */
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+ readonly input: NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the input angle
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+ */
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+ readonly angle: NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the output component
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+ */
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+ readonly output: NodeMaterialConnectionPoint;
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+ autoConfigure(material: NodeMaterial): void;
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+ protected _buildBlock(state: NodeMaterialBuildState): this;
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+ }
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+}
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declare module "babylonjs/Materials/Node/Blocks/index" {
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export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
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export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
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@@ -59294,6 +59439,8 @@ declare module "babylonjs/Materials/Node/Blocks/index" {
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export * from "babylonjs/Materials/Node/Blocks/nLerpBlock";
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export * from "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock";
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export * from "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock";
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+ export * from "babylonjs/Materials/Node/Blocks/normalBlendBlock";
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+ export * from "babylonjs/Materials/Node/Blocks/rotate2dBlock";
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}
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declare module "babylonjs/Materials/Node/Optimizers/index" {
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export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
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@@ -72734,6 +72881,16 @@ declare module BABYLON {
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*/
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static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
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/**
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+ * Stores a left-handed perspective projection into a given matrix with depth reversed
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+ * @param fov defines the horizontal field of view
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+ * @param aspect defines the aspect ratio
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+ * @param znear defines the near clip plane
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+ * @param zfar not used as infinity is used as far clip
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+ * @param result defines the target matrix
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+ * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
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+ */
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+ static PerspectiveFovReverseLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
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+ /**
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* Creates a right-handed perspective projection matrix
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* @param fov defines the horizontal field of view
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* @param aspect defines the aspect ratio
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@@ -72753,6 +72910,16 @@ declare module BABYLON {
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*/
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static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
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/**
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+ * Stores a right-handed perspective projection into a given matrix
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+ * @param fov defines the horizontal field of view
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+ * @param aspect defines the aspect ratio
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+ * @param znear defines the near clip plane
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+ * @param zfar not used as infinity is used as far clip
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+ * @param result defines the target matrix
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+ * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
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+ */
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+ static PerspectiveFovReverseRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
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+ /**
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* Stores a perspective projection for WebVR info a given matrix
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* @param fov defines the field of view
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* @param znear defines the near clip plane
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@@ -97715,6 +97882,11 @@ declare module BABYLON {
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/** Gets or sets a boolean indicating if the engine should validate programs after compilation */
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validateShaderPrograms: boolean;
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/**
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+ * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.
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+ * This can provide greater z depth for distant objects.
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+ */
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+ useReverseDepthBuffer: boolean;
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+ /**
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* Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
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*/
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disableUniformBuffers: boolean;
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@@ -109775,6 +109947,18 @@ declare module BABYLON {
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* A list of meshes to be used as the teleportation floor. (default: empty)
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*/
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floorMeshes?: Mesh[];
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+ /**
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+ * The teleportation mode. (default: TELEPORTATIONMODE_CONSTANTTIME)
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+ */
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+ teleportationMode?: number;
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+ /**
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+ * The duration of the animation in ms, apply when animationMode is TELEPORTATIONMODE_CONSTANTTIME. (default 122ms)
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+ */
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+ teleportationTime?: number;
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+ /**
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+ * The speed of the animation in distance/sec, apply when animationMode is TELEPORTATIONMODE_CONSTANTSPEED. (default 20 units / sec)
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+ */
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+ teleportationSpeed?: number;
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}
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/**
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* Options to modify the vr experience helper's behavior.
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@@ -109879,6 +110063,9 @@ declare module BABYLON {
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private _teleportActive;
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private _floorMeshName;
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private _floorMeshesCollection;
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+ private _teleportationMode;
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+ private _teleportationTime;
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+ private _teleportationSpeed;
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private _rotationAllowed;
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private _teleportBackwardsVector;
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private _teleportationTarget;
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@@ -110091,6 +110278,14 @@ declare module BABYLON {
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private _workingQuaternion;
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private _workingMatrix;
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/**
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+ * Time Constant Teleportation Mode
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+ */
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+ static readonly TELEPORTATIONMODE_CONSTANTTIME: number;
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+ /**
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+ * Speed Constant Teleportation Mode
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+ */
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+ static readonly TELEPORTATIONMODE_CONSTANTSPEED: number;
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+ /**
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* Teleports the users feet to the desired location
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* @param location The location where the user's feet should be placed
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*/
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@@ -110266,7 +110461,7 @@ declare module BABYLON {
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* @param optionalFeatures defines optional values to pass to the session builder
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* @returns a promise which will resolve once the session has been initialized
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*/
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- initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): any;
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+ initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): Promise<XRSession>;
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/**
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* Sets the reference space on the xr session
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* @param referenceSpace space to set
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@@ -110401,7 +110596,7 @@ declare module BABYLON {
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* @param renderTarget the output canvas that will be used to enter XR mode
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* @returns promise that resolves after xr mode has entered
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*/
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- enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
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+ enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): Promise<WebXRSessionManager>;
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/**
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* Updates the global position of the camera by moving the camera's container
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* This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
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@@ -110462,6 +110657,16 @@ declare module BABYLON {
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* User provided buttons to enable/disable WebXR. The system will provide default if not set
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*/
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customButtons?: Array<WebXREnterExitUIButton>;
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+ /**
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+ * A session mode to use when creating the default button.
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+ * Default is immersive-vr
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+ */
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+ sessionMode?: XRSessionMode;
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+ /**
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+ * A reference space type to use when creating the default button.
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+ * Default is local-floor
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+ */
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+ referenceSpaceType?: XRReferenceSpaceType;
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}
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/**
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* UI to allow the user to enter/exit XR mode
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@@ -111275,6 +111480,11 @@ declare module BABYLON {
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*/
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export class WebXRControllerModelLoader {
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/**
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+ * an observable that triggers when a new model (the mesh itself) was initialized.
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+ * To know when the mesh was loaded use the controller's own modelLoaded() method
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+ */
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+ onControllerModelLoaded: Observable<WebXRController>;
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+ /**
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* Creates the WebXRControllerModelLoader
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* @param input xr input that creates the controllers
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*/
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@@ -114009,6 +114219,7 @@ declare module BABYLON {
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private _scaleRatio;
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private _uniformScalingMesh;
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private _octahedron;
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+ private _sensitivity;
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/** Fires an event when any of it's sub gizmos are dragged */
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onDragStartObservable: Observable<unknown>;
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/** Fires an event when any of it's sub gizmos are released from dragging */
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@@ -114029,6 +114240,10 @@ declare module BABYLON {
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*/
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scaleRatio: number;
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/**
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+ * Sensitivity factor for dragging (Default: 1)
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+ */
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+ sensitivity: number;
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+ /**
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* Disposes of the gizmo
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*/
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dispose(): void;
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@@ -114059,6 +114274,10 @@ declare module BABYLON {
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* If the scaling operation should be done on all axis (default: false)
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*/
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uniformScaling: boolean;
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+ /**
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+ * Custom sensitivity value for the drag strength
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+ */
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+ sensitivity: number;
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private _isEnabled;
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private _parent;
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private _arrow;
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@@ -114665,8 +114884,9 @@ declare module BABYLON {
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export class LightGizmo extends Gizmo {
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private _lightMesh;
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private _material;
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- private cachedPosition;
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- private cachedForward;
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+ private _cachedPosition;
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+ private _cachedForward;
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+ private _attachedMeshParent;
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/**
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* Creates a LightGizmo
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* @param gizmoLayer The utility layer the gizmo will be added to
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@@ -114690,7 +114910,7 @@ declare module BABYLON {
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/**
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* Creates the lines for a light mesh
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*/
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- private static _createLightLines;
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+ private static _CreateLightLines;
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/**
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* Disposes of the light gizmo
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*/
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@@ -122166,6 +122386,7 @@ declare module BABYLON {
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export class TextureBlock extends NodeMaterialBlock {
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private _defineName;
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private _linearDefineName;
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+ private _tempTextureRead;
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private _samplerName;
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private _transformedUVName;
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private _textureTransformName;
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@@ -122222,6 +122443,7 @@ declare module BABYLON {
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bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
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private readonly _isMixed;
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private _injectVertexCode;
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+ private _writeTextureRead;
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private _writeOutput;
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protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
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protected _dumpPropertiesCode(): string;
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@@ -124650,9 +124872,9 @@ declare module BABYLON {
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*/
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getClassName(): string;
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/**
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- * Gets the position input component
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+ * Gets the seed input component
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*/
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- readonly position: NodeMaterialConnectionPoint;
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+ readonly seed: NodeMaterialConnectionPoint;
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/**
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* Gets the jitter input component
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*/
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@@ -124692,9 +124914,9 @@ declare module BABYLON {
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*/
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getClassName(): string;
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/**
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- * Gets the position operand input component
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+ * Gets the seed operand input component
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*/
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- readonly position: NodeMaterialConnectionPoint;
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+ readonly seed: NodeMaterialConnectionPoint;
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/**
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* Gets the output component
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*/
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@@ -124704,6 +124926,67 @@ declare module BABYLON {
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}
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declare module BABYLON {
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/**
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+ * Block used to blend normals
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+ */
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+ export class NormalBlendBlock extends NodeMaterialBlock {
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+ /**
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+ * Creates a new NormalBlendBlock
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+ * @param name defines the block name
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+ */
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+ constructor(name: string);
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+ /**
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+ * Gets the current class name
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+ * @returns the class name
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+ */
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+ getClassName(): string;
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+ /**
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+ * Gets the first input component
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+ */
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+ readonly input0: NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the second input component
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+ */
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+ readonly input1: NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the output component
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+ */
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+ readonly output: NodeMaterialConnectionPoint;
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+ protected _buildBlock(state: NodeMaterialBuildState): this;
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+ }
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+}
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+declare module BABYLON {
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+ /**
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+ * Block used to rotate a 2d vector by a given angle
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+ */
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+ export class Rotate2dBlock extends NodeMaterialBlock {
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+ /**
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+ * Creates a new Rotate2dBlock
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+ * @param name defines the block name
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+ */
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+ constructor(name: string);
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+ /**
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+ * Gets the current class name
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+ * @returns the class name
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+ */
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+ getClassName(): string;
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+ /**
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+ * Gets the input vector
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+ */
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+ readonly input: NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the input angle
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+ */
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+ readonly angle: NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the output component
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+ */
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+ readonly output: NodeMaterialConnectionPoint;
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+ autoConfigure(material: NodeMaterial): void;
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+ protected _buildBlock(state: NodeMaterialBuildState): this;
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+ }
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+}
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+declare module BABYLON {
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+ /**
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* Effect Render Options
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*/
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export interface IEffectRendererOptions {
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