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@@ -62308,6 +62308,225 @@ declare module "babylonjs/Debug/skeletonViewer" {
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dispose(): void;
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}
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}
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+declare module "babylonjs/Lights/directionalLight" {
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+ import { Camera } from "babylonjs/Cameras/camera";
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+ import { Scene } from "babylonjs/scene";
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+ import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
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+ import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
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+ import { Light } from "babylonjs/Lights/light";
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+ import { ShadowLight } from "babylonjs/Lights/shadowLight";
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+ import { Effect } from "babylonjs/Materials/effect";
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+ /**
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+ * A directional light is defined by a direction (what a surprise!).
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+ * The light is emitted from everywhere in the specified direction, and has an infinite range.
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+ * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
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+ * Documentation: https://doc.babylonjs.com/babylon101/lights
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+ */
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+ export class DirectionalLight extends ShadowLight {
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+ private _shadowFrustumSize;
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+ /**
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+ * Fix frustum size for the shadow generation. This is disabled if the value is 0.
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+ */
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+ get shadowFrustumSize(): number;
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+ /**
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+ * Specifies a fix frustum size for the shadow generation.
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+ */
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+ set shadowFrustumSize(value: number);
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+ private _shadowOrthoScale;
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+ /**
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+ * Gets the shadow projection scale against the optimal computed one.
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+ * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
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+ * This does not impact in fixed frustum size (shadowFrustumSize being set)
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+ */
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+ get shadowOrthoScale(): number;
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+ /**
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+ * Sets the shadow projection scale against the optimal computed one.
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+ * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
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+ * This does not impact in fixed frustum size (shadowFrustumSize being set)
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+ */
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+ set shadowOrthoScale(value: number);
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+ /**
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+ * Automatically compute the projection matrix to best fit (including all the casters)
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+ * on each frame.
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+ */
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+ autoUpdateExtends: boolean;
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+ /**
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+ * Automatically compute the shadowMinZ and shadowMaxZ for the projection matrix to best fit (including all the casters)
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+ * on each frame. autoUpdateExtends must be set to true for this to work
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+ */
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+ autoCalcShadowZBounds: boolean;
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+ private _orthoLeft;
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+ private _orthoRight;
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+ private _orthoTop;
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+ private _orthoBottom;
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+ /**
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+ * Gets or sets the orthoLeft property used to build the light frustum
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+ */
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+ get orthoLeft(): number;
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+ set orthoLeft(left: number);
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+ /**
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+ * Gets or sets the orthoRight property used to build the light frustum
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+ */
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+ get orthoRight(): number;
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+ set orthoRight(right: number);
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+ /**
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+ * Gets or sets the orthoTop property used to build the light frustum
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+ */
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+ get orthoTop(): number;
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+ set orthoTop(top: number);
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+ /**
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+ * Gets or sets the orthoBottom property used to build the light frustum
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+ */
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+ get orthoBottom(): number;
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+ set orthoBottom(bottom: number);
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+ /**
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+ * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
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+ * The directional light is emitted from everywhere in the given direction.
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+ * It can cast shadows.
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+ * Documentation : https://doc.babylonjs.com/babylon101/lights
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+ * @param name The friendly name of the light
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+ * @param direction The direction of the light
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+ * @param scene The scene the light belongs to
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+ */
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+ constructor(name: string, direction: Vector3, scene: Scene);
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+ /**
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+ * Returns the string "DirectionalLight".
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+ * @return The class name
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+ */
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+ getClassName(): string;
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+ /**
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+ * Returns the integer 1.
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+ * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
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+ */
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+ getTypeID(): number;
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+ /**
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+ * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
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+ * Returns the DirectionalLight Shadow projection matrix.
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+ */
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+ protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
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+ /**
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+ * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
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+ * Returns the DirectionalLight Shadow projection matrix.
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+ */
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+ protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
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+ /**
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+ * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
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+ * Returns the DirectionalLight Shadow projection matrix.
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+ */
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+ protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
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+ protected _buildUniformLayout(): void;
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+ /**
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+ * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
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+ * @param effect The effect to update
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+ * @param lightIndex The index of the light in the effect to update
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+ * @returns The directional light
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+ */
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+ transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
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+ transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
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+ /**
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+ * Gets the minZ used for shadow according to both the scene and the light.
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+ *
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+ * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
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+ * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
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+ * @param activeCamera The camera we are returning the min for
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+ * @returns the depth min z
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+ */
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+ getDepthMinZ(activeCamera: Camera): number;
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+ /**
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+ * Gets the maxZ used for shadow according to both the scene and the light.
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+ *
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+ * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
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+ * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
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+ * @param activeCamera The camera we are returning the max for
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+ * @returns the depth max z
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+ */
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+ getDepthMaxZ(activeCamera: Camera): number;
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+ /**
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+ * Prepares the list of defines specific to the light type.
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+ * @param defines the list of defines
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+ * @param lightIndex defines the index of the light for the effect
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+ */
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+ prepareLightSpecificDefines(defines: any, lightIndex: number): void;
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+ }
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+}
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+declare module "babylonjs/Debug/directionalLightFrustumViewer" {
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+ import { Camera } from "babylonjs/Cameras/camera";
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+ import { DirectionalLight } from "babylonjs/Lights/directionalLight";
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+ import { Matrix } from "babylonjs/Maths/math.vector";
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+ /**
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+ * Class used to render a debug view of the frustum for a directional light
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+ * @see https://playground.babylonjs.com/#7EFGSG#3
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+ */
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+ export class DirectionalLightFrustumViewer {
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+ private _scene;
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+ private _light;
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+ private _camera;
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+ private _inverseViewMatrix;
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+ private _visible;
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+ private _rootNode;
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+ private _lightHelperFrustumMeshes;
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+ private _nearLinesPoints;
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+ private _farLinesPoints;
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+ private _trLinesPoints;
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+ private _brLinesPoints;
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+ private _tlLinesPoints;
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+ private _blLinesPoints;
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+ private _nearPlaneVertices;
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+ private _farPlaneVertices;
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+ private _rightPlaneVertices;
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+ private _leftPlaneVertices;
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+ private _topPlaneVertices;
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+ private _bottomPlaneVertices;
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+ private _oldPosition;
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+ private _oldDirection;
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+ private _oldAutoCalc;
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+ private _oldMinZ;
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+ private _oldMaxZ;
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+ private _transparency;
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+ /**
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+ * Gets or sets the transparency of the frustum planes
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+ */
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+ get transparency(): number;
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+ set transparency(alpha: number);
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+ private _showLines;
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+ /**
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+ * true to display the edges of the frustum
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+ */
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+ get showLines(): boolean;
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+ set showLines(show: boolean);
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+ private _showPlanes;
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+ /**
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+ * true to display the planes of the frustum
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+ */
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+ get showPlanes(): boolean;
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+ set showPlanes(show: boolean);
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+ /**
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+ * Creates a new frustum viewer
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+ * @param light directional light to display the frustum for
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+ * @param camera camera used to retrieve the minZ / maxZ values if the shadowMinZ/shadowMaxZ values of the light are not setup
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+ */
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+ constructor(light: DirectionalLight, camera: Camera);
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+ /**
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+ * Shows the frustum
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+ */
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+ show(): void;
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+ /**
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+ * Hides the frustum
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+ */
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+ hide(): void;
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+ /**
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+ * Updates the frustum.
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+ * Call this method to update the frustum view if the light has changed position/direction
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+ */
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+ update(): void;
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+ /**
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+ * Dispose of the class / remove the frustum view
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+ */
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+ dispose(): void;
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+ protected _createGeometry(): void;
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+ protected _getInvertViewMatrix(): Matrix;
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+ }
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+}
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declare module "babylonjs/Debug/index" {
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export * from "babylonjs/Debug/axesViewer";
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export * from "babylonjs/Debug/boneAxesViewer";
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@@ -62316,6 +62535,7 @@ declare module "babylonjs/Debug/index" {
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export * from "babylonjs/Debug/rayHelper";
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export * from "babylonjs/Debug/skeletonViewer";
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export * from "babylonjs/Debug/ISkeletonViewer";
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+ export * from "babylonjs/Debug/directionalLightFrustumViewer";
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}
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declare module "babylonjs/DeviceInput/InputDevices/deviceTypes" {
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import { DeviceType, PointerInput, DualShockInput, XboxInput, SwitchInput } from "babylonjs/DeviceInput/InputDevices/deviceEnums";
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@@ -64190,127 +64410,6 @@ declare module "babylonjs/Gamepads/index" {
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export * from "babylonjs/Gamepads/xboxGamepad";
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export * from "babylonjs/Gamepads/dualShockGamepad";
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}
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-declare module "babylonjs/Lights/directionalLight" {
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- import { Camera } from "babylonjs/Cameras/camera";
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- import { Scene } from "babylonjs/scene";
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- import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
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- import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
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- import { Light } from "babylonjs/Lights/light";
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- import { ShadowLight } from "babylonjs/Lights/shadowLight";
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- import { Effect } from "babylonjs/Materials/effect";
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- /**
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- * A directional light is defined by a direction (what a surprise!).
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- * The light is emitted from everywhere in the specified direction, and has an infinite range.
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- * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
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- * Documentation: https://doc.babylonjs.com/babylon101/lights
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- */
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- export class DirectionalLight extends ShadowLight {
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- private _shadowFrustumSize;
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- /**
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- * Fix frustum size for the shadow generation. This is disabled if the value is 0.
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- */
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- get shadowFrustumSize(): number;
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- /**
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- * Specifies a fix frustum size for the shadow generation.
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- */
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- set shadowFrustumSize(value: number);
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- private _shadowOrthoScale;
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- /**
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- * Gets the shadow projection scale against the optimal computed one.
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- * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
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- * This does not impact in fixed frustum size (shadowFrustumSize being set)
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- */
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- get shadowOrthoScale(): number;
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- /**
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- * Sets the shadow projection scale against the optimal computed one.
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- * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
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- * This does not impact in fixed frustum size (shadowFrustumSize being set)
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- */
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- set shadowOrthoScale(value: number);
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- /**
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- * Automatically compute the projection matrix to best fit (including all the casters)
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- * on each frame.
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- */
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- autoUpdateExtends: boolean;
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- /**
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- * Automatically compute the shadowMinZ and shadowMaxZ for the projection matrix to best fit (including all the casters)
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- * on each frame. autoUpdateExtends must be set to true for this to work
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- */
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- autoCalcShadowZBounds: boolean;
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- private _orthoLeft;
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- private _orthoRight;
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- private _orthoTop;
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- private _orthoBottom;
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- /**
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- * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
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- * The directional light is emitted from everywhere in the given direction.
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- * It can cast shadows.
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- * Documentation : https://doc.babylonjs.com/babylon101/lights
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- * @param name The friendly name of the light
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- * @param direction The direction of the light
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- * @param scene The scene the light belongs to
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- */
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- constructor(name: string, direction: Vector3, scene: Scene);
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- /**
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- * Returns the string "DirectionalLight".
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- * @return The class name
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- */
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- getClassName(): string;
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- /**
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- * Returns the integer 1.
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- * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
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- */
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- getTypeID(): number;
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- /**
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- * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
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- * Returns the DirectionalLight Shadow projection matrix.
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- */
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- protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
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- /**
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- * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
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- * Returns the DirectionalLight Shadow projection matrix.
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- */
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- protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
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- /**
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- * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
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- * Returns the DirectionalLight Shadow projection matrix.
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- */
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- protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
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- protected _buildUniformLayout(): void;
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- /**
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- * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
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- * @param effect The effect to update
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- * @param lightIndex The index of the light in the effect to update
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- * @returns The directional light
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- */
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- transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
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- transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
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- /**
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- * Gets the minZ used for shadow according to both the scene and the light.
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- *
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- * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
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- * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
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- * @param activeCamera The camera we are returning the min for
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- * @returns the depth min z
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- */
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- getDepthMinZ(activeCamera: Camera): number;
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- /**
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- * Gets the maxZ used for shadow according to both the scene and the light.
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- *
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- * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
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- * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
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- * @param activeCamera The camera we are returning the max for
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- * @returns the depth max z
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- */
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- getDepthMaxZ(activeCamera: Camera): number;
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- /**
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- * Prepares the list of defines specific to the light type.
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- * @param defines the list of defines
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- * @param lightIndex defines the index of the light for the effect
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- */
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- prepareLightSpecificDefines(defines: any, lightIndex: number): void;
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- }
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-}
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declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
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import { Mesh } from "babylonjs/Meshes/mesh";
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/**
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@@ -75826,11 +75925,37 @@ declare module "babylonjs/Navigation/INavigationEngine" {
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*/
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getMaximumSubStepCount(): number;
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/**
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+ * Creates a cylinder obstacle and add it to the navigation
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+ * @param position world position
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+ * @param radius cylinder radius
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+ * @param height cylinder height
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+ * @returns the obstacle freshly created
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+ */
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+ addCylinderObstacle(position: Vector3, radius: number, height: number): IObstacle;
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+ /**
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+ * Creates an oriented box obstacle and add it to the navigation
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+ * @param position world position
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+ * @param extent box size
|
|
|
+ * @param angle angle in radians of the box orientation on Y axis
|
|
|
+ * @returns the obstacle freshly created
|
|
|
+ */
|
|
|
+ addBoxObstacle(position: Vector3, extent: Vector3, angle: number): IObstacle;
|
|
|
+ /**
|
|
|
+ * Removes an obstacle created by addCylinderObstacle or addBoxObstacle
|
|
|
+ * @param obstacle obstacle to remove from the navigation
|
|
|
+ */
|
|
|
+ removeObstacle(obstacle: IObstacle): void;
|
|
|
+ /**
|
|
|
* Release all resources
|
|
|
*/
|
|
|
dispose(): void;
|
|
|
}
|
|
|
/**
|
|
|
+ * Obstacle interface
|
|
|
+ */
|
|
|
+ export interface IObstacle {
|
|
|
+ }
|
|
|
+ /**
|
|
|
* Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
|
|
|
*/
|
|
|
export interface ICrowd {
|
|
@@ -75942,6 +76067,12 @@ declare module "babylonjs/Navigation/INavigationEngine" {
|
|
|
*/
|
|
|
getDefaultQueryExtentToRef(result: Vector3): void;
|
|
|
/**
|
|
|
+ * Get the next corner points composing the path (max 4 points)
|
|
|
+ * @param index agent index returned by addAgent
|
|
|
+ * @returns array containing world position composing the path
|
|
|
+ */
|
|
|
+ getCorners(index: number): Vector3[];
|
|
|
+ /**
|
|
|
* Release all resources
|
|
|
*/
|
|
|
dispose(): void;
|
|
@@ -76042,10 +76173,20 @@ declare module "babylonjs/Navigation/INavigationEngine" {
|
|
|
* data. (For height detail only.) [Limit: >=0] [Units: wu]
|
|
|
*/
|
|
|
detailSampleMaxError: number;
|
|
|
+ /**
|
|
|
+ * If using obstacles, the navmesh must be subdivided internaly by tiles.
|
|
|
+ * This member defines the tile cube side length in world units.
|
|
|
+ * If no obstacles are needed, leave it undefined or 0.
|
|
|
+ */
|
|
|
+ tileSize: number;
|
|
|
+ /**
|
|
|
+ * The size of the non-navigable border around the heightfield.
|
|
|
+ */
|
|
|
+ borderSize: number;
|
|
|
}
|
|
|
}
|
|
|
declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
|
|
|
- import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
|
|
|
+ import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters, IObstacle } from "babylonjs/Navigation/INavigationEngine";
|
|
|
import { Mesh } from "babylonjs/Meshes/mesh";
|
|
|
import { Scene } from "babylonjs/scene";
|
|
|
import { Vector3 } from "babylonjs/Maths/math";
|
|
@@ -76197,6 +76338,27 @@ declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
|
|
|
*/
|
|
|
dispose(): void;
|
|
|
/**
|
|
|
+ * Creates a cylinder obstacle and add it to the navigation
|
|
|
+ * @param position world position
|
|
|
+ * @param radius cylinder radius
|
|
|
+ * @param height cylinder height
|
|
|
+ * @returns the obstacle freshly created
|
|
|
+ */
|
|
|
+ addCylinderObstacle(position: Vector3, radius: number, height: number): IObstacle;
|
|
|
+ /**
|
|
|
+ * Creates an oriented box obstacle and add it to the navigation
|
|
|
+ * @param position world position
|
|
|
+ * @param extent box size
|
|
|
+ * @param angle angle in radians of the box orientation on Y axis
|
|
|
+ * @returns the obstacle freshly created
|
|
|
+ */
|
|
|
+ addBoxObstacle(position: Vector3, extent: Vector3, angle: number): IObstacle;
|
|
|
+ /**
|
|
|
+ * Removes an obstacle created by addCylinderObstacle or addBoxObstacle
|
|
|
+ * @param obstacle obstacle to remove from the navigation
|
|
|
+ */
|
|
|
+ removeObstacle(obstacle: IObstacle): void;
|
|
|
+ /**
|
|
|
* If this plugin is supported
|
|
|
* @returns true if plugin is supported
|
|
|
*/
|
|
@@ -76347,6 +76509,12 @@ declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
|
|
|
*/
|
|
|
getDefaultQueryExtentToRef(result: Vector3): void;
|
|
|
/**
|
|
|
+ * Get the next corner points composing the path (max 4 points)
|
|
|
+ * @param index agent index returned by addAgent
|
|
|
+ * @returns array containing world position composing the path
|
|
|
+ */
|
|
|
+ getCorners(index: number): Vector3[];
|
|
|
+ /**
|
|
|
* Release all resources
|
|
|
*/
|
|
|
dispose(): void;
|
|
@@ -145566,6 +145734,215 @@ declare module BABYLON.Debug {
|
|
|
}
|
|
|
declare module BABYLON {
|
|
|
/**
|
|
|
+ * A directional light is defined by a direction (what a surprise!).
|
|
|
+ * The light is emitted from everywhere in the specified direction, and has an infinite range.
|
|
|
+ * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
|
|
|
+ * Documentation: https://doc.babylonjs.com/babylon101/lights
|
|
|
+ */
|
|
|
+ export class DirectionalLight extends ShadowLight {
|
|
|
+ private _shadowFrustumSize;
|
|
|
+ /**
|
|
|
+ * Fix frustum size for the shadow generation. This is disabled if the value is 0.
|
|
|
+ */
|
|
|
+ get shadowFrustumSize(): number;
|
|
|
+ /**
|
|
|
+ * Specifies a fix frustum size for the shadow generation.
|
|
|
+ */
|
|
|
+ set shadowFrustumSize(value: number);
|
|
|
+ private _shadowOrthoScale;
|
|
|
+ /**
|
|
|
+ * Gets the shadow projection scale against the optimal computed one.
|
|
|
+ * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
|
|
|
+ * This does not impact in fixed frustum size (shadowFrustumSize being set)
|
|
|
+ */
|
|
|
+ get shadowOrthoScale(): number;
|
|
|
+ /**
|
|
|
+ * Sets the shadow projection scale against the optimal computed one.
|
|
|
+ * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
|
|
|
+ * This does not impact in fixed frustum size (shadowFrustumSize being set)
|
|
|
+ */
|
|
|
+ set shadowOrthoScale(value: number);
|
|
|
+ /**
|
|
|
+ * Automatically compute the projection matrix to best fit (including all the casters)
|
|
|
+ * on each frame.
|
|
|
+ */
|
|
|
+ autoUpdateExtends: boolean;
|
|
|
+ /**
|
|
|
+ * Automatically compute the shadowMinZ and shadowMaxZ for the projection matrix to best fit (including all the casters)
|
|
|
+ * on each frame. autoUpdateExtends must be set to true for this to work
|
|
|
+ */
|
|
|
+ autoCalcShadowZBounds: boolean;
|
|
|
+ private _orthoLeft;
|
|
|
+ private _orthoRight;
|
|
|
+ private _orthoTop;
|
|
|
+ private _orthoBottom;
|
|
|
+ /**
|
|
|
+ * Gets or sets the orthoLeft property used to build the light frustum
|
|
|
+ */
|
|
|
+ get orthoLeft(): number;
|
|
|
+ set orthoLeft(left: number);
|
|
|
+ /**
|
|
|
+ * Gets or sets the orthoRight property used to build the light frustum
|
|
|
+ */
|
|
|
+ get orthoRight(): number;
|
|
|
+ set orthoRight(right: number);
|
|
|
+ /**
|
|
|
+ * Gets or sets the orthoTop property used to build the light frustum
|
|
|
+ */
|
|
|
+ get orthoTop(): number;
|
|
|
+ set orthoTop(top: number);
|
|
|
+ /**
|
|
|
+ * Gets or sets the orthoBottom property used to build the light frustum
|
|
|
+ */
|
|
|
+ get orthoBottom(): number;
|
|
|
+ set orthoBottom(bottom: number);
|
|
|
+ /**
|
|
|
+ * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
|
|
|
+ * The directional light is emitted from everywhere in the given direction.
|
|
|
+ * It can cast shadows.
|
|
|
+ * Documentation : https://doc.babylonjs.com/babylon101/lights
|
|
|
+ * @param name The friendly name of the light
|
|
|
+ * @param direction The direction of the light
|
|
|
+ * @param scene The scene the light belongs to
|
|
|
+ */
|
|
|
+ constructor(name: string, direction: Vector3, scene: Scene);
|
|
|
+ /**
|
|
|
+ * Returns the string "DirectionalLight".
|
|
|
+ * @return The class name
|
|
|
+ */
|
|
|
+ getClassName(): string;
|
|
|
+ /**
|
|
|
+ * Returns the integer 1.
|
|
|
+ * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
|
|
|
+ */
|
|
|
+ getTypeID(): number;
|
|
|
+ /**
|
|
|
+ * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
|
|
|
+ * Returns the DirectionalLight Shadow projection matrix.
|
|
|
+ */
|
|
|
+ protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
|
|
|
+ /**
|
|
|
+ * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
|
|
|
+ * Returns the DirectionalLight Shadow projection matrix.
|
|
|
+ */
|
|
|
+ protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
|
|
|
+ /**
|
|
|
+ * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
|
|
|
+ * Returns the DirectionalLight Shadow projection matrix.
|
|
|
+ */
|
|
|
+ protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
|
|
|
+ protected _buildUniformLayout(): void;
|
|
|
+ /**
|
|
|
+ * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
|
|
|
+ * @param effect The effect to update
|
|
|
+ * @param lightIndex The index of the light in the effect to update
|
|
|
+ * @returns The directional light
|
|
|
+ */
|
|
|
+ transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
|
|
|
+ transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
|
|
|
+ /**
|
|
|
+ * Gets the minZ used for shadow according to both the scene and the light.
|
|
|
+ *
|
|
|
+ * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
|
|
|
+ * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
|
|
|
+ * @param activeCamera The camera we are returning the min for
|
|
|
+ * @returns the depth min z
|
|
|
+ */
|
|
|
+ getDepthMinZ(activeCamera: Camera): number;
|
|
|
+ /**
|
|
|
+ * Gets the maxZ used for shadow according to both the scene and the light.
|
|
|
+ *
|
|
|
+ * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
|
|
|
+ * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
|
|
|
+ * @param activeCamera The camera we are returning the max for
|
|
|
+ * @returns the depth max z
|
|
|
+ */
|
|
|
+ getDepthMaxZ(activeCamera: Camera): number;
|
|
|
+ /**
|
|
|
+ * Prepares the list of defines specific to the light type.
|
|
|
+ * @param defines the list of defines
|
|
|
+ * @param lightIndex defines the index of the light for the effect
|
|
|
+ */
|
|
|
+ prepareLightSpecificDefines(defines: any, lightIndex: number): void;
|
|
|
+ }
|
|
|
+}
|
|
|
+declare module BABYLON {
|
|
|
+ /**
|
|
|
+ * Class used to render a debug view of the frustum for a directional light
|
|
|
+ * @see https://playground.babylonjs.com/#7EFGSG#3
|
|
|
+ */
|
|
|
+ export class DirectionalLightFrustumViewer {
|
|
|
+ private _scene;
|
|
|
+ private _light;
|
|
|
+ private _camera;
|
|
|
+ private _inverseViewMatrix;
|
|
|
+ private _visible;
|
|
|
+ private _rootNode;
|
|
|
+ private _lightHelperFrustumMeshes;
|
|
|
+ private _nearLinesPoints;
|
|
|
+ private _farLinesPoints;
|
|
|
+ private _trLinesPoints;
|
|
|
+ private _brLinesPoints;
|
|
|
+ private _tlLinesPoints;
|
|
|
+ private _blLinesPoints;
|
|
|
+ private _nearPlaneVertices;
|
|
|
+ private _farPlaneVertices;
|
|
|
+ private _rightPlaneVertices;
|
|
|
+ private _leftPlaneVertices;
|
|
|
+ private _topPlaneVertices;
|
|
|
+ private _bottomPlaneVertices;
|
|
|
+ private _oldPosition;
|
|
|
+ private _oldDirection;
|
|
|
+ private _oldAutoCalc;
|
|
|
+ private _oldMinZ;
|
|
|
+ private _oldMaxZ;
|
|
|
+ private _transparency;
|
|
|
+ /**
|
|
|
+ * Gets or sets the transparency of the frustum planes
|
|
|
+ */
|
|
|
+ get transparency(): number;
|
|
|
+ set transparency(alpha: number);
|
|
|
+ private _showLines;
|
|
|
+ /**
|
|
|
+ * true to display the edges of the frustum
|
|
|
+ */
|
|
|
+ get showLines(): boolean;
|
|
|
+ set showLines(show: boolean);
|
|
|
+ private _showPlanes;
|
|
|
+ /**
|
|
|
+ * true to display the planes of the frustum
|
|
|
+ */
|
|
|
+ get showPlanes(): boolean;
|
|
|
+ set showPlanes(show: boolean);
|
|
|
+ /**
|
|
|
+ * Creates a new frustum viewer
|
|
|
+ * @param light directional light to display the frustum for
|
|
|
+ * @param camera camera used to retrieve the minZ / maxZ values if the shadowMinZ/shadowMaxZ values of the light are not setup
|
|
|
+ */
|
|
|
+ constructor(light: DirectionalLight, camera: Camera);
|
|
|
+ /**
|
|
|
+ * Shows the frustum
|
|
|
+ */
|
|
|
+ show(): void;
|
|
|
+ /**
|
|
|
+ * Hides the frustum
|
|
|
+ */
|
|
|
+ hide(): void;
|
|
|
+ /**
|
|
|
+ * Updates the frustum.
|
|
|
+ * Call this method to update the frustum view if the light has changed position/direction
|
|
|
+ */
|
|
|
+ update(): void;
|
|
|
+ /**
|
|
|
+ * Dispose of the class / remove the frustum view
|
|
|
+ */
|
|
|
+ dispose(): void;
|
|
|
+ protected _createGeometry(): void;
|
|
|
+ protected _getInvertViewMatrix(): Matrix;
|
|
|
+ }
|
|
|
+}
|
|
|
+declare module BABYLON {
|
|
|
+ /**
|
|
|
* Type to handle enforcement of inputs
|
|
|
*/
|
|
|
export type DeviceInput<T extends DeviceType> = T extends DeviceType.Keyboard | DeviceType.Generic ? number : T extends DeviceType.Mouse | DeviceType.Touch ? PointerInput : T extends DeviceType.DualShock ? DualShockInput : T extends DeviceType.Xbox ? XboxInput : T extends DeviceType.Switch ? SwitchInput : never;
|
|
@@ -147272,120 +147649,6 @@ declare module BABYLON {
|
|
|
}
|
|
|
declare module BABYLON {
|
|
|
/**
|
|
|
- * A directional light is defined by a direction (what a surprise!).
|
|
|
- * The light is emitted from everywhere in the specified direction, and has an infinite range.
|
|
|
- * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
|
|
|
- * Documentation: https://doc.babylonjs.com/babylon101/lights
|
|
|
- */
|
|
|
- export class DirectionalLight extends ShadowLight {
|
|
|
- private _shadowFrustumSize;
|
|
|
- /**
|
|
|
- * Fix frustum size for the shadow generation. This is disabled if the value is 0.
|
|
|
- */
|
|
|
- get shadowFrustumSize(): number;
|
|
|
- /**
|
|
|
- * Specifies a fix frustum size for the shadow generation.
|
|
|
- */
|
|
|
- set shadowFrustumSize(value: number);
|
|
|
- private _shadowOrthoScale;
|
|
|
- /**
|
|
|
- * Gets the shadow projection scale against the optimal computed one.
|
|
|
- * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
|
|
|
- * This does not impact in fixed frustum size (shadowFrustumSize being set)
|
|
|
- */
|
|
|
- get shadowOrthoScale(): number;
|
|
|
- /**
|
|
|
- * Sets the shadow projection scale against the optimal computed one.
|
|
|
- * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
|
|
|
- * This does not impact in fixed frustum size (shadowFrustumSize being set)
|
|
|
- */
|
|
|
- set shadowOrthoScale(value: number);
|
|
|
- /**
|
|
|
- * Automatically compute the projection matrix to best fit (including all the casters)
|
|
|
- * on each frame.
|
|
|
- */
|
|
|
- autoUpdateExtends: boolean;
|
|
|
- /**
|
|
|
- * Automatically compute the shadowMinZ and shadowMaxZ for the projection matrix to best fit (including all the casters)
|
|
|
- * on each frame. autoUpdateExtends must be set to true for this to work
|
|
|
- */
|
|
|
- autoCalcShadowZBounds: boolean;
|
|
|
- private _orthoLeft;
|
|
|
- private _orthoRight;
|
|
|
- private _orthoTop;
|
|
|
- private _orthoBottom;
|
|
|
- /**
|
|
|
- * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
|
|
|
- * The directional light is emitted from everywhere in the given direction.
|
|
|
- * It can cast shadows.
|
|
|
- * Documentation : https://doc.babylonjs.com/babylon101/lights
|
|
|
- * @param name The friendly name of the light
|
|
|
- * @param direction The direction of the light
|
|
|
- * @param scene The scene the light belongs to
|
|
|
- */
|
|
|
- constructor(name: string, direction: Vector3, scene: Scene);
|
|
|
- /**
|
|
|
- * Returns the string "DirectionalLight".
|
|
|
- * @return The class name
|
|
|
- */
|
|
|
- getClassName(): string;
|
|
|
- /**
|
|
|
- * Returns the integer 1.
|
|
|
- * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
|
|
|
- */
|
|
|
- getTypeID(): number;
|
|
|
- /**
|
|
|
- * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
|
|
|
- * Returns the DirectionalLight Shadow projection matrix.
|
|
|
- */
|
|
|
- protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
|
|
|
- /**
|
|
|
- * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
|
|
|
- * Returns the DirectionalLight Shadow projection matrix.
|
|
|
- */
|
|
|
- protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
|
|
|
- /**
|
|
|
- * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
|
|
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- * Returns the DirectionalLight Shadow projection matrix.
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- */
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- protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
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- protected _buildUniformLayout(): void;
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- /**
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- * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
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- * @param effect The effect to update
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- * @param lightIndex The index of the light in the effect to update
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- * @returns The directional light
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- */
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- transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
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- transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
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- /**
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- * Gets the minZ used for shadow according to both the scene and the light.
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- *
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- * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
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- * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
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- * @param activeCamera The camera we are returning the min for
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- * @returns the depth min z
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- */
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- getDepthMinZ(activeCamera: Camera): number;
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- /**
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- * Gets the maxZ used for shadow according to both the scene and the light.
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- *
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- * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
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- * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
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- * @param activeCamera The camera we are returning the max for
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- * @returns the depth max z
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- */
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- getDepthMaxZ(activeCamera: Camera): number;
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- /**
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- * Prepares the list of defines specific to the light type.
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- * @param defines the list of defines
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- * @param lightIndex defines the index of the light for the effect
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- */
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- prepareLightSpecificDefines(defines: any, lightIndex: number): void;
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- }
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-}
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-declare module BABYLON {
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- /**
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* Class containing static functions to help procedurally build meshes
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*/
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export class HemisphereBuilder {
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@@ -157821,11 +158084,37 @@ declare module BABYLON {
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*/
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getMaximumSubStepCount(): number;
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/**
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+ * Creates a cylinder obstacle and add it to the navigation
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+ * @param position world position
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+ * @param radius cylinder radius
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+ * @param height cylinder height
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+ * @returns the obstacle freshly created
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+ */
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+ addCylinderObstacle(position: Vector3, radius: number, height: number): IObstacle;
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|
|
+ /**
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|
|
+ * Creates an oriented box obstacle and add it to the navigation
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|
|
+ * @param position world position
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|
+ * @param extent box size
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|
+ * @param angle angle in radians of the box orientation on Y axis
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|
+ * @returns the obstacle freshly created
|
|
|
+ */
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|
|
+ addBoxObstacle(position: Vector3, extent: Vector3, angle: number): IObstacle;
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|
|
+ /**
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|
|
+ * Removes an obstacle created by addCylinderObstacle or addBoxObstacle
|
|
|
+ * @param obstacle obstacle to remove from the navigation
|
|
|
+ */
|
|
|
+ removeObstacle(obstacle: IObstacle): void;
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|
|
+ /**
|
|
|
* Release all resources
|
|
|
*/
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|
|
dispose(): void;
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|
|
}
|
|
|
/**
|
|
|
+ * Obstacle interface
|
|
|
+ */
|
|
|
+ export interface IObstacle {
|
|
|
+ }
|
|
|
+ /**
|
|
|
* Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
|
|
|
*/
|
|
|
export interface ICrowd {
|
|
@@ -157937,6 +158226,12 @@ declare module BABYLON {
|
|
|
*/
|
|
|
getDefaultQueryExtentToRef(result: Vector3): void;
|
|
|
/**
|
|
|
+ * Get the next corner points composing the path (max 4 points)
|
|
|
+ * @param index agent index returned by addAgent
|
|
|
+ * @returns array containing world position composing the path
|
|
|
+ */
|
|
|
+ getCorners(index: number): Vector3[];
|
|
|
+ /**
|
|
|
* Release all resources
|
|
|
*/
|
|
|
dispose(): void;
|
|
@@ -158037,6 +158332,16 @@ declare module BABYLON {
|
|
|
* data. (For height detail only.) [Limit: >=0] [Units: wu]
|
|
|
*/
|
|
|
detailSampleMaxError: number;
|
|
|
+ /**
|
|
|
+ * If using obstacles, the navmesh must be subdivided internaly by tiles.
|
|
|
+ * This member defines the tile cube side length in world units.
|
|
|
+ * If no obstacles are needed, leave it undefined or 0.
|
|
|
+ */
|
|
|
+ tileSize: number;
|
|
|
+ /**
|
|
|
+ * The size of the non-navigable border around the heightfield.
|
|
|
+ */
|
|
|
+ borderSize: number;
|
|
|
}
|
|
|
}
|
|
|
declare module BABYLON {
|
|
@@ -158187,6 +158492,27 @@ declare module BABYLON {
|
|
|
*/
|
|
|
dispose(): void;
|
|
|
/**
|
|
|
+ * Creates a cylinder obstacle and add it to the navigation
|
|
|
+ * @param position world position
|
|
|
+ * @param radius cylinder radius
|
|
|
+ * @param height cylinder height
|
|
|
+ * @returns the obstacle freshly created
|
|
|
+ */
|
|
|
+ addCylinderObstacle(position: Vector3, radius: number, height: number): IObstacle;
|
|
|
+ /**
|
|
|
+ * Creates an oriented box obstacle and add it to the navigation
|
|
|
+ * @param position world position
|
|
|
+ * @param extent box size
|
|
|
+ * @param angle angle in radians of the box orientation on Y axis
|
|
|
+ * @returns the obstacle freshly created
|
|
|
+ */
|
|
|
+ addBoxObstacle(position: Vector3, extent: Vector3, angle: number): IObstacle;
|
|
|
+ /**
|
|
|
+ * Removes an obstacle created by addCylinderObstacle or addBoxObstacle
|
|
|
+ * @param obstacle obstacle to remove from the navigation
|
|
|
+ */
|
|
|
+ removeObstacle(obstacle: IObstacle): void;
|
|
|
+ /**
|
|
|
* If this plugin is supported
|
|
|
* @returns true if plugin is supported
|
|
|
*/
|
|
@@ -158337,6 +158663,12 @@ declare module BABYLON {
|
|
|
*/
|
|
|
getDefaultQueryExtentToRef(result: Vector3): void;
|
|
|
/**
|
|
|
+ * Get the next corner points composing the path (max 4 points)
|
|
|
+ * @param index agent index returned by addAgent
|
|
|
+ * @returns array containing world position composing the path
|
|
|
+ */
|
|
|
+ getCorners(index: number): Vector3[];
|
|
|
+ /**
|
|
|
* Release all resources
|
|
|
*/
|
|
|
dispose(): void;
|