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@@ -12296,6 +12296,10 @@ declare module "babylonjs/Gamepads/gamepad" {
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*/
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static POSE_ENABLED: number;
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/**
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+ * Represents an Dual Shock controller
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+ */
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+ static DUALSHOCK: number;
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+ /**
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* Specifies whether the left control stick should be Y-inverted
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*/
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protected _invertLeftStickY: boolean;
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@@ -13934,6 +13938,10 @@ declare module "babylonjs/Meshes/transformNode" {
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* Object will rotate to face the camera
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*/
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static BILLBOARDMODE_ALL: number;
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+ /**
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+ * Object will rotate to face the camera's position instead of orientation
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+ */
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+ static BILLBOARDMODE_USE_POSITION: number;
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private _forward;
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private _forwardInverted;
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private _up;
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@@ -19168,7 +19176,7 @@ declare module "babylonjs/Meshes/instancedMesh" {
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*
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* Returns the clone.
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*/
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- clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
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+ clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): InstancedMesh;
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/**
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* Disposes the InstancedMesh.
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* Returns nothing.
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@@ -26322,6 +26330,8 @@ declare module "babylonjs/Meshes/abstractMesh" {
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static readonly BILLBOARDMODE_Z: number;
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/** Billboard on all axes */
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static readonly BILLBOARDMODE_ALL: number;
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+ /** Billboard on using position instead of orientation */
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+ static readonly BILLBOARDMODE_USE_POSITION: number;
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/** @hidden */
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_internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
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/**
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@@ -30482,6 +30492,8 @@ declare module "babylonjs/Engines/engine" {
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parallelShaderCompile: {
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COMPLETION_STATUS_KHR: number;
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};
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+ /** Max number of texture samples for MSAA */
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+ maxMSAASamples: number;
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}
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/** Interface defining initialization parameters for Engine class */
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export interface EngineOptions extends WebGLContextAttributes {
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@@ -39687,6 +39699,240 @@ declare module "babylonjs/Gamepads/xboxGamepad" {
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dispose(): void;
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}
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}
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+declare module "babylonjs/Gamepads/dualShockGamepad" {
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+ import { Observable } from "babylonjs/Misc/observable";
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+ import { Gamepad } from "babylonjs/Gamepads/gamepad";
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+ /**
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+ * Defines supported buttons for DualShock compatible gamepads
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+ */
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+ export enum DualShockButton {
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+ /** Cross */
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+ Cross = 0,
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+ /** Circle */
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+ Circle = 1,
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+ /** Square */
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+ Square = 2,
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+ /** Triangle */
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+ Triangle = 3,
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+ /** Options */
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+ Options = 4,
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+ /** Share */
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+ Share = 5,
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+ /** L1 */
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+ L1 = 6,
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+ /** R1 */
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+ R1 = 7,
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+ /** Left stick */
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+ LeftStick = 8,
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+ /** Right stick */
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+ RightStick = 9
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+ }
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+ /** Defines values for DualShock DPad */
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+ export enum DualShockDpad {
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+ /** Up */
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+ Up = 0,
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+ /** Down */
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+ Down = 1,
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+ /** Left */
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+ Left = 2,
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+ /** Right */
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+ Right = 3
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+ }
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+ /**
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+ * Defines a DualShock gamepad
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+ */
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+ export class DualShockPad extends Gamepad {
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+ private _leftTrigger;
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+ private _rightTrigger;
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+ private _onlefttriggerchanged;
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+ private _onrighttriggerchanged;
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+ private _onbuttondown;
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+ private _onbuttonup;
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+ private _ondpaddown;
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+ private _ondpadup;
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+ /** Observable raised when a button is pressed */
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+ onButtonDownObservable: Observable<DualShockButton>;
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+ /** Observable raised when a button is released */
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+ onButtonUpObservable: Observable<DualShockButton>;
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+ /** Observable raised when a pad is pressed */
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+ onPadDownObservable: Observable<DualShockDpad>;
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+ /** Observable raised when a pad is released */
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+ onPadUpObservable: Observable<DualShockDpad>;
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+ private _buttonCross;
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+ private _buttonCircle;
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+ private _buttonSquare;
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+ private _buttonTriangle;
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+ private _buttonShare;
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+ private _buttonOptions;
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+ private _buttonL1;
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+ private _buttonR1;
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+ private _buttonLeftStick;
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+ private _buttonRightStick;
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+ private _dPadUp;
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+ private _dPadDown;
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+ private _dPadLeft;
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+ private _dPadRight;
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+ /**
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+ * Creates a new DualShock gamepad object
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+ * @param id defines the id of this gamepad
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+ * @param index defines its index
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+ * @param gamepad defines the internal HTML gamepad object
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+ */
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+ constructor(id: string, index: number, gamepad: any);
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+ /**
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+ * Defines the callback to call when left trigger is pressed
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+ * @param callback defines the callback to use
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+ */
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+ onlefttriggerchanged(callback: (value: number) => void): void;
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+ /**
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+ * Defines the callback to call when right trigger is pressed
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+ * @param callback defines the callback to use
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+ */
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+ onrighttriggerchanged(callback: (value: number) => void): void;
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+ /**
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+ * Gets the left trigger value
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+ */
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+ /**
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+ * Sets the left trigger value
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+ */
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+ leftTrigger: number;
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+ /**
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+ * Gets the right trigger value
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+ */
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+ /**
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+ * Sets the right trigger value
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+ */
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+ rightTrigger: number;
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+ /**
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+ * Defines the callback to call when a button is pressed
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+ * @param callback defines the callback to use
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+ */
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+ onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
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+ /**
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+ * Defines the callback to call when a button is released
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+ * @param callback defines the callback to use
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+ */
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+ onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
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+ /**
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+ * Defines the callback to call when a pad is pressed
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+ * @param callback defines the callback to use
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+ */
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+ ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
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+ /**
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+ * Defines the callback to call when a pad is released
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+ * @param callback defines the callback to use
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+ */
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+ ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
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+ private _setButtonValue;
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+ private _setDPadValue;
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+ /**
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+ * Gets the value of the `Cross` button
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+ */
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+ /**
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+ * Sets the value of the `Cross` button
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+ */
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+ buttonCross: number;
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+ /**
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+ * Gets the value of the `Circle` button
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+ */
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+ /**
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+ * Sets the value of the `Circle` button
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+ */
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+ buttonCircle: number;
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+ /**
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+ * Gets the value of the `Square` button
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+ */
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+ /**
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+ * Sets the value of the `Square` button
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+ */
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+ buttonSquare: number;
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+ /**
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+ * Gets the value of the `Triangle` button
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+ */
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+ /**
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+ * Sets the value of the `Triangle` button
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+ */
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+ buttonTriangle: number;
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+ /**
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+ * Gets the value of the `Options` button
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+ */
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+ /**
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+ * Sets the value of the `Options` button
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+ */
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+ buttonOptions: number;
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+ /**
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+ * Gets the value of the `Share` button
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+ */
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+ /**
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+ * Sets the value of the `Share` button
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+ */
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+ buttonShare: number;
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+ /**
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+ * Gets the value of the `L1` button
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+ */
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+ /**
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+ * Sets the value of the `L1` button
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+ */
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+ buttonL1: number;
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+ /**
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+ * Gets the value of the `R1` button
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+ */
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+ /**
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+ * Sets the value of the `R1` button
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+ */
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+ buttonR1: number;
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+ /**
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+ * Gets the value of the Left joystick
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+ */
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+ /**
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+ * Sets the value of the Left joystick
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+ */
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+ buttonLeftStick: number;
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+ /**
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+ * Gets the value of the Right joystick
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+ */
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+ /**
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+ * Sets the value of the Right joystick
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+ */
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+ buttonRightStick: number;
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+ /**
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+ * Gets the value of D-pad up
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+ */
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+ /**
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+ * Sets the value of D-pad up
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+ */
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+ dPadUp: number;
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+ /**
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+ * Gets the value of D-pad down
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+ */
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+ /**
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+ * Sets the value of D-pad down
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+ */
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+ dPadDown: number;
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+ /**
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+ * Gets the value of D-pad left
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+ */
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+ /**
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+ * Sets the value of D-pad left
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+ */
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+ dPadLeft: number;
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+ /**
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+ * Gets the value of D-pad right
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+ */
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+ /**
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+ * Sets the value of D-pad right
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+ */
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+ dPadRight: number;
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+ /**
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+ * Force the gamepad to synchronize with device values
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+ */
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+ update(): void;
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+ /**
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+ * Disposes the gamepad
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+ */
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+ dispose(): void;
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+ }
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+}
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declare module "babylonjs/Gamepads/gamepadManager" {
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import { Observable } from "babylonjs/Misc/observable";
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import { Nullable } from "babylonjs/types";
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@@ -45324,6 +45570,7 @@ declare module "babylonjs/Gamepads/index" {
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export * from "babylonjs/Gamepads/gamepadManager";
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export * from "babylonjs/Gamepads/gamepadSceneComponent";
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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/Meshes/Builders/polyhedronBuilder" {
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import { Scene } from "babylonjs/scene";
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@@ -45664,8 +45911,9 @@ declare module "babylonjs/Gizmos/planeRotationGizmo" {
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* @param planeNormal The normal of the plane which the gizmo will be able to rotate on
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* @param color The color of the gizmo
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* @param tessellation Amount of tessellation to be used when creating rotation circles
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+ * @param useEulerRotation Use and update Euler angle instead of quaternion
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*/
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- constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
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+ constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
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protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
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/**
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* If the gizmo is enabled
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@@ -45711,8 +45959,9 @@ declare module "babylonjs/Gizmos/rotationGizmo" {
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* Creates a RotationGizmo
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* @param gizmoLayer The utility layer the gizmo will be added to
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* @param tessellation Amount of tessellation to be used when creating rotation circles
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+ * @param useEulerRotation Use and update Euler angle instead of quaternion
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*/
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- constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
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+ constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
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updateGizmoRotationToMatchAttachedMesh: boolean;
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/**
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* Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
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@@ -55686,7 +55935,7 @@ declare module "babylonjs/Materials/effectRenderer" {
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/**
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* Vertex shader for the effect
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*/
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- vertexShader: string;
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+ vertexShader?: string;
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/**
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* Attributes to use in the shader
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*/
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@@ -61611,6 +61860,20 @@ declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
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shader: string;
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};
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}
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+declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
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+ import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
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+ import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
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+ import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
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+ import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
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+ import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
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+ import "babylonjs/Shaders/ShadersInclude/instancesVertex";
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+ import "babylonjs/Shaders/ShadersInclude/bonesVertex";
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+ /** @hidden */
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+ export var volumetricLightScatteringPassVertexShader: {
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+ name: string;
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+ shader: string;
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+ };
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+}
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declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
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/** @hidden */
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export var volumetricLightScatteringPassPixelShader: {
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@@ -61629,6 +61892,7 @@ declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
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import "babylonjs/Meshes/Builders/planeBuilder";
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import "babylonjs/Shaders/depth.vertex";
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import "babylonjs/Shaders/volumetricLightScattering.fragment";
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+ import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
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import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
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import { Engine } from "babylonjs/Engines/engine";
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/**
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@@ -63941,20 +64205,6 @@ declare module "babylonjs/Shaders/blur.fragment" {
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shader: string;
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};
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}
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-declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
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- import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
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- import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
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- import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
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- import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
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- import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
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- import "babylonjs/Shaders/ShadersInclude/instancesVertex";
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- import "babylonjs/Shaders/ShadersInclude/bonesVertex";
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- /** @hidden */
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- export var volumetricLightScatteringPassVertexShader: {
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- name: string;
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- shader: string;
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- };
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-}
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declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
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/** @hidden */
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export var pointCloudVertexDeclaration: {
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@@ -76034,6 +76284,10 @@ declare module BABYLON {
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*/
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static POSE_ENABLED: number;
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/**
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+ * Represents an Dual Shock controller
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+ */
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+ static DUALSHOCK: number;
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+ /**
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* Specifies whether the left control stick should be Y-inverted
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*/
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protected _invertLeftStickY: boolean;
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@@ -77619,6 +77873,10 @@ declare module BABYLON {
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* Object will rotate to face the camera
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*/
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static BILLBOARDMODE_ALL: number;
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+ /**
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+ * Object will rotate to face the camera's position instead of orientation
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+ */
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+ static BILLBOARDMODE_USE_POSITION: number;
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private _forward;
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private _forwardInverted;
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private _up;
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@@ -82641,7 +82899,7 @@ declare module BABYLON {
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*
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* Returns the clone.
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*/
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- clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
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+ clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): InstancedMesh;
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/**
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* Disposes the InstancedMesh.
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* Returns nothing.
|
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@@ -89546,6 +89804,8 @@ declare module BABYLON {
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static readonly BILLBOARDMODE_Z: number;
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|
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/** Billboard on all axes */
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static readonly BILLBOARDMODE_ALL: number;
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+ /** Billboard on using position instead of orientation */
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+ static readonly BILLBOARDMODE_USE_POSITION: number;
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/** @hidden */
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_internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
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/**
|
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@@ -93587,6 +93847,8 @@ declare module BABYLON {
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parallelShaderCompile: {
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COMPLETION_STATUS_KHR: number;
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};
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+ /** Max number of texture samples for MSAA */
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+ maxMSAASamples: number;
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}
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/** Interface defining initialization parameters for Engine class */
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export interface EngineOptions extends WebGLContextAttributes {
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@@ -102462,6 +102724,238 @@ declare module BABYLON {
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}
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declare module BABYLON {
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/**
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+ * Defines supported buttons for DualShock compatible gamepads
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+ */
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+ export enum DualShockButton {
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+ /** Cross */
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+ Cross = 0,
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+ /** Circle */
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+ Circle = 1,
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+ /** Square */
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+ Square = 2,
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+ /** Triangle */
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+ Triangle = 3,
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+ /** Options */
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+ Options = 4,
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+ /** Share */
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+ Share = 5,
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+ /** L1 */
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+ L1 = 6,
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+ /** R1 */
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+ R1 = 7,
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+ /** Left stick */
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+ LeftStick = 8,
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+ /** Right stick */
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+ RightStick = 9
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+ }
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+ /** Defines values for DualShock DPad */
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+ export enum DualShockDpad {
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+ /** Up */
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+ Up = 0,
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+ /** Down */
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+ Down = 1,
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+ /** Left */
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+ Left = 2,
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+ /** Right */
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+ Right = 3
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+ }
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+ /**
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+ * Defines a DualShock gamepad
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+ */
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+ export class DualShockPad extends Gamepad {
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+ private _leftTrigger;
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+ private _rightTrigger;
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+ private _onlefttriggerchanged;
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+ private _onrighttriggerchanged;
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+ private _onbuttondown;
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+ private _onbuttonup;
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+ private _ondpaddown;
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+ private _ondpadup;
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+ /** Observable raised when a button is pressed */
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+ onButtonDownObservable: Observable<DualShockButton>;
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+ /** Observable raised when a button is released */
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+ onButtonUpObservable: Observable<DualShockButton>;
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+ /** Observable raised when a pad is pressed */
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+ onPadDownObservable: Observable<DualShockDpad>;
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+ /** Observable raised when a pad is released */
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+ onPadUpObservable: Observable<DualShockDpad>;
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+ private _buttonCross;
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+ private _buttonCircle;
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+ private _buttonSquare;
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+ private _buttonTriangle;
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+ private _buttonShare;
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+ private _buttonOptions;
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+ private _buttonL1;
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+ private _buttonR1;
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+ private _buttonLeftStick;
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+ private _buttonRightStick;
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+ private _dPadUp;
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+ private _dPadDown;
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+ private _dPadLeft;
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+ private _dPadRight;
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+ /**
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+ * Creates a new DualShock gamepad object
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+ * @param id defines the id of this gamepad
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+ * @param index defines its index
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+ * @param gamepad defines the internal HTML gamepad object
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+ */
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+ constructor(id: string, index: number, gamepad: any);
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+ /**
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+ * Defines the callback to call when left trigger is pressed
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+ * @param callback defines the callback to use
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+ */
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+ onlefttriggerchanged(callback: (value: number) => void): void;
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+ /**
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+ * Defines the callback to call when right trigger is pressed
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+ * @param callback defines the callback to use
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+ */
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+ onrighttriggerchanged(callback: (value: number) => void): void;
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+ /**
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+ * Gets the left trigger value
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+ */
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+ /**
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+ * Sets the left trigger value
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+ */
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+ leftTrigger: number;
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+ /**
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+ * Gets the right trigger value
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+ */
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+ /**
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+ * Sets the right trigger value
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+ */
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+ rightTrigger: number;
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+ /**
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+ * Defines the callback to call when a button is pressed
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+ * @param callback defines the callback to use
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+ */
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+ onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
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+ /**
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+ * Defines the callback to call when a button is released
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+ * @param callback defines the callback to use
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+ */
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+ onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
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+ /**
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+ * Defines the callback to call when a pad is pressed
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+ * @param callback defines the callback to use
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+ */
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+ ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
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+ /**
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+ * Defines the callback to call when a pad is released
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+ * @param callback defines the callback to use
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+ */
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+ ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
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+ private _setButtonValue;
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+ private _setDPadValue;
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+ /**
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+ * Gets the value of the `Cross` button
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+ */
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+ /**
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+ * Sets the value of the `Cross` button
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+ */
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+ buttonCross: number;
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+ /**
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+ * Gets the value of the `Circle` button
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+ */
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+ /**
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+ * Sets the value of the `Circle` button
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+ */
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+ buttonCircle: number;
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+ /**
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+ * Gets the value of the `Square` button
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+ */
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+ /**
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+ * Sets the value of the `Square` button
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+ */
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+ buttonSquare: number;
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+ /**
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+ * Gets the value of the `Triangle` button
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+ */
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+ /**
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+ * Sets the value of the `Triangle` button
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+ */
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+ buttonTriangle: number;
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+ /**
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+ * Gets the value of the `Options` button
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+ */
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+ /**
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+ * Sets the value of the `Options` button
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+ */
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+ buttonOptions: number;
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+ /**
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+ * Gets the value of the `Share` button
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+ */
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+ /**
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+ * Sets the value of the `Share` button
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+ */
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+ buttonShare: number;
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+ /**
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+ * Gets the value of the `L1` button
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+ */
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+ /**
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+ * Sets the value of the `L1` button
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+ */
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+ buttonL1: number;
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+ /**
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+ * Gets the value of the `R1` button
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+ */
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+ /**
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+ * Sets the value of the `R1` button
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+ */
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+ buttonR1: number;
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+ /**
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+ * Gets the value of the Left joystick
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+ */
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+ /**
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+ * Sets the value of the Left joystick
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+ */
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+ buttonLeftStick: number;
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+ /**
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+ * Gets the value of the Right joystick
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+ */
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+ /**
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+ * Sets the value of the Right joystick
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+ */
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+ buttonRightStick: number;
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+ /**
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+ * Gets the value of D-pad up
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+ */
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+ /**
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+ * Sets the value of D-pad up
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+ */
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+ dPadUp: number;
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+ /**
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+ * Gets the value of D-pad down
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+ */
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+ /**
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+ * Sets the value of D-pad down
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+ */
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+ dPadDown: number;
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+ /**
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+ * Gets the value of D-pad left
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+ */
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+ /**
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+ * Sets the value of D-pad left
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+ */
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+ dPadLeft: number;
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+ /**
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+ * Gets the value of D-pad right
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+ */
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+ /**
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+ * Sets the value of D-pad right
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+ */
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+ dPadRight: number;
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+ /**
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+ * Force the gamepad to synchronize with device values
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+ */
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+ update(): void;
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+ /**
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+ * Disposes the gamepad
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+ */
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+ dispose(): void;
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+ }
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+}
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+declare module BABYLON {
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+ /**
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* Manager for handling gamepads
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*/
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export class GamepadManager {
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@@ -107846,8 +108340,9 @@ declare module BABYLON {
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* @param planeNormal The normal of the plane which the gizmo will be able to rotate on
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* @param color The color of the gizmo
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* @param tessellation Amount of tessellation to be used when creating rotation circles
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+ * @param useEulerRotation Use and update Euler angle instead of quaternion
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*/
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- constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
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+ constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
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protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
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/**
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* If the gizmo is enabled
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@@ -107886,8 +108381,9 @@ declare module BABYLON {
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* Creates a RotationGizmo
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* @param gizmoLayer The utility layer the gizmo will be added to
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* @param tessellation Amount of tessellation to be used when creating rotation circles
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+ * @param useEulerRotation Use and update Euler angle instead of quaternion
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*/
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- constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
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+ constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
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updateGizmoRotationToMatchAttachedMesh: boolean;
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/**
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* Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
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@@ -117071,7 +117567,7 @@ declare module BABYLON {
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/**
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* Vertex shader for the effect
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*/
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- vertexShader: string;
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+ vertexShader?: string;
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/**
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* Attributes to use in the shader
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*/
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@@ -122528,6 +123024,13 @@ declare module BABYLON {
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}
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declare module BABYLON {
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/** @hidden */
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+ export var volumetricLightScatteringPassVertexShader: {
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+ name: string;
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+ shader: string;
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+ };
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+}
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+declare module BABYLON {
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+ /** @hidden */
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export var volumetricLightScatteringPassPixelShader: {
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name: string;
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shader: string;
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@@ -124604,13 +125107,6 @@ declare module BABYLON {
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}
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declare module BABYLON {
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/** @hidden */
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- export var volumetricLightScatteringPassVertexShader: {
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- name: string;
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- shader: string;
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- };
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-}
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-declare module BABYLON {
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- /** @hidden */
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export var pointCloudVertexDeclaration: {
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name: string;
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shader: string;
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