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@@ -194,6 +194,8 @@ declare module BABYLON {
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static RegisterClickAction(scene: BABYLON.Scene, mesh: BABYLON.AbstractMesh, func: () => void): BABYLON.IAction;
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static RegisterClickAction(scene: BABYLON.Scene, mesh: BABYLON.AbstractMesh, func: () => void): BABYLON.IAction;
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/** Unregisters an on pick trigger click action */
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/** Unregisters an on pick trigger click action */
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static UnregisterClickAction(mesh: BABYLON.AbstractMesh, action: BABYLON.IAction): boolean;
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static UnregisterClickAction(mesh: BABYLON.AbstractMesh, action: BABYLON.IAction): boolean;
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+ /** Starts a targeted float animation for tweening. */
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+ static StartTweenAnimation(scene: BABYLON.Scene, name: string, targetObject: any, targetProperty: string, startValue: number, endValue: number, speedRatio?: number, frameRate?: number, loopMode?: number, easingFunction?: BABYLON.EasingFunction, onAnimationComplete?: () => void): BABYLON.Animatable;
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/** Get first material with name. (Uses starts with text searching) */
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/** Get first material with name. (Uses starts with text searching) */
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static GetMaterialWithName(scene: BABYLON.Scene, name: string): BABYLON.Material;
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static GetMaterialWithName(scene: BABYLON.Scene, name: string): BABYLON.Material;
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/** Get all materials with name. (Uses starts with text searching) */
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/** Get all materials with name. (Uses starts with text searching) */
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@@ -207,7 +209,7 @@ declare module BABYLON {
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/** Creates an instance of the specified mesh asset into the scene. (Mesh Instance) */
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/** Creates an instance of the specified mesh asset into the scene. (Mesh Instance) */
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static CreateInstancedMesh(container: BABYLON.AssetContainer, meshName: string, instanceName: string): BABYLON.InstancedMesh;
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static CreateInstancedMesh(container: BABYLON.AssetContainer, meshName: string, instanceName: string): BABYLON.InstancedMesh;
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/** Registers a script componment with the scene manager. */
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/** Registers a script componment with the scene manager. */
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- static RegisterScriptComponent(instance: BABYLON.ScriptComponent, klass: string, validate?: boolean): void;
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+ static RegisterScriptComponent(instance: BABYLON.ScriptComponent, alias: string, validate?: boolean): void;
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/** Destroys a script component instance. */
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/** Destroys a script component instance. */
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static DestroyScriptComponent(instance: BABYLON.ScriptComponent): void;
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static DestroyScriptComponent(instance: BABYLON.ScriptComponent): void;
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/** Finds a script component on the transform with the specfied class name. */
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/** Finds a script component on the transform with the specfied class name. */
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@@ -1461,6 +1463,10 @@ declare module BABYLON {
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static SampleAnimationQuaternion(animation: BABYLON.Animation, frame: number): BABYLON.Quaternion;
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static SampleAnimationQuaternion(animation: BABYLON.Animation, frame: number): BABYLON.Quaternion;
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/** Set the passed matrix "result" as the sampled key frame value for the specfied animation track. */
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/** Set the passed matrix "result" as the sampled key frame value for the specfied animation track. */
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static SampleAnimationMatrix(animation: BABYLON.Animation, frame: number): BABYLON.Matrix;
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static SampleAnimationMatrix(animation: BABYLON.Animation, frame: number): BABYLON.Matrix;
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+ /** Creates a targeted float animation for tweening. */
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+ static CreateFloatAnimation(name: string, targetProperty: string, startValue: number, endValue: number, frameRate?: number, loopMode?: number): BABYLON.Animation;
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+ /** Gets the last key frame index value. */
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+ static GetLastKeyFrameIndex(animation: BABYLON.Animation): number;
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/** Private internal frame interpolation helper */
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/** Private internal frame interpolation helper */
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private static InterpolateAnimation;
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private static InterpolateAnimation;
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/** Initialize default shader material properties */
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/** Initialize default shader material properties */
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@@ -1931,6 +1937,7 @@ declare module BABYLON {
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animationFirstRun: boolean;
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animationFirstRun: boolean;
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animationEndFrame: boolean;
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animationEndFrame: boolean;
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animationLoopFrame: boolean;
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animationLoopFrame: boolean;
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+ animationLoopEvents: any;
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animationStateMachine: BABYLON.MachineState;
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animationStateMachine: BABYLON.MachineState;
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}
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}
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interface IAnimationCurve {
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interface IAnimationCurve {
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