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@@ -13656,6 +13656,11 @@ declare module "babylonjs/Bones/bone" {
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* @param transformNode defines the transform node to link to
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*/
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linkTransformNode(transformNode: Nullable<TransformNode>): void;
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+ /**
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+ * Gets the node used to drive the bone's transformation
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+ * @returns a transform node or null
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+ */
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+ getTransformNode(): Nullable<TransformNode>;
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/** Gets or sets current position (in local space) */
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position: Vector3;
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/** Gets or sets current rotation (in local space) */
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@@ -13940,6 +13945,7 @@ declare module "babylonjs/Meshes/transformNode" {
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protected _scaling: Vector3;
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protected _isDirty: boolean;
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private _transformToBoneReferal;
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+ private _isAbsoluteSynced;
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private _billboardMode;
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/**
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* Gets or sets the billboard mode. Default is 0.
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@@ -13984,6 +13990,8 @@ declare module "babylonjs/Meshes/transformNode" {
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_localMatrix: Matrix;
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private _usePivotMatrix;
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private _absolutePosition;
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+ private _absoluteScaling;
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+ private _absoluteRotationQuaternion;
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private _pivotMatrix;
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private _pivotMatrixInverse;
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protected _postMultiplyPivotMatrix: boolean;
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@@ -14057,6 +14065,16 @@ declare module "babylonjs/Meshes/transformNode" {
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*/
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readonly absolutePosition: Vector3;
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/**
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+ * Returns the current mesh absolute scaling.
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+ * Returns a Vector3.
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+ */
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+ readonly absoluteScaling: Vector3;
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+ /**
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+ * Returns the current mesh absolute rotation.
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+ * Returns a Quaternion.
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+ */
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+ readonly absoluteRotationQuaternion: Quaternion;
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+ /**
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* Sets a new matrix to apply before all other transformation
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* @param matrix defines the transform matrix
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* @returns the current TransformNode
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@@ -14338,6 +14356,7 @@ declare module "babylonjs/Meshes/transformNode" {
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* @returns the current mesh
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*/
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normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
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+ private _syncAbsoluteScalingAndRotation;
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}
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}
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declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
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@@ -25593,7 +25612,7 @@ declare module "babylonjs/Particles/solidParticleSystem" {
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* The SPS is also a particle system. It provides some methods to manage the particles.
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* However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
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*
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- * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
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+ * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
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*/
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export class SolidParticleSystem implements IDisposable {
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/**
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@@ -25627,7 +25646,7 @@ declare module "babylonjs/Particles/solidParticleSystem" {
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mesh: Mesh;
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/**
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* This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
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- * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
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+ * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
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*/
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vars: any;
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/**
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@@ -25636,7 +25655,7 @@ declare module "babylonjs/Particles/solidParticleSystem" {
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* Each element of this array is an object `{idx: int, faceId: int}`.
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* `idx` is the picked particle index in the `SPS.particles` array
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* `faceId` is the picked face index counted within this particle.
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- * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#pickable-particles
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+ * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
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*/
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pickedParticles: {
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idx: number;
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@@ -25738,7 +25757,7 @@ declare module "babylonjs/Particles/solidParticleSystem" {
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private _addParticle;
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/**
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* Adds some particles to the SPS from the model shape. Returns the shape id.
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- * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
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+ * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
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* @param mesh is any Mesh object that will be used as a model for the solid particles.
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* @param nb (positive integer) the number of particles to be created from this model
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* @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
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@@ -25771,7 +25790,7 @@ declare module "babylonjs/Particles/solidParticleSystem" {
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dispose(): void;
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/**
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* Visibilty helper : Recomputes the visible size according to the mesh bounding box
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- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
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+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
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* @returns the SPS.
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*/
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refreshVisibleSize(): SolidParticleSystem;
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@@ -25779,25 +25798,25 @@ declare module "babylonjs/Particles/solidParticleSystem" {
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* Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
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* @param size the size (float) of the visibility box
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* note : this doesn't lock the SPS mesh bounding box.
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- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
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+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
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*/
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setVisibilityBox(size: number): void;
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/**
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* Gets whether the SPS as always visible or not
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- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
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+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
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*/
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/**
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* Sets the SPS as always visible or not
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- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
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+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
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*/
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isAlwaysVisible: boolean;
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/**
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* Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
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- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
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+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
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*/
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/**
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* Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
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- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
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+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
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*/
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isVisibilityBoxLocked: boolean;
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/**
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@@ -25860,13 +25879,13 @@ declare module "babylonjs/Particles/solidParticleSystem" {
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/**
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* This function does nothing. It may be overwritten to set all the particle first values.
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* The SPS doesn't call this function, you may have to call it by your own.
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- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
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+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
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*/
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initParticles(): void;
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/**
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* This function does nothing. It may be overwritten to recycle a particle.
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* The SPS doesn't call this function, you may have to call it by your own.
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- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
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+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
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* @param particle The particle to recycle
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* @returns the recycled particle
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*/
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@@ -25874,7 +25893,7 @@ declare module "babylonjs/Particles/solidParticleSystem" {
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/**
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* Updates a particle : this function should be overwritten by the user.
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* It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
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- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
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+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
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* @example : just set a particle position or velocity and recycle conditions
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* @param particle The particle to update
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* @returns the updated particle
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@@ -25886,7 +25905,7 @@ declare module "babylonjs/Particles/solidParticleSystem" {
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* @param particle the current particle
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* @param vertex the current index of the current particle
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* @param pt the index of the current vertex in the particle shape
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- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
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+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
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* @example : just set a vertex particle position
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* @returns the updated vertex
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*/
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@@ -32750,6 +32769,22 @@ declare module "babylonjs/Misc/tools" {
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*/
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static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
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/**
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+ * Captures a screenshot of the current rendering
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+ * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
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+ * @param engine defines the rendering engine
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+ * @param camera defines the source camera
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+ * @param size This parameter can be set to a single number or to an object with the
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+ * following (optional) properties: precision, width, height. If a single number is passed,
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+ * it will be used for both width and height. If an object is passed, the screenshot size
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+ * will be derived from the parameters. The precision property is a multiplier allowing
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+ * rendering at a higher or lower resolution
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+ * @param mimeType defines the MIME type of the screenshot image (default: image/png).
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+ * Check your browser for supported MIME types
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+ * @returns screenshot as a string of base64-encoded characters. This string can be assigned
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+ * to the src parameter of an <img> to display it
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+ */
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+ static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
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+ /**
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* Generates an image screenshot from the specified camera.
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* @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
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* @param engine The engine to use for rendering
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@@ -32770,6 +32805,25 @@ declare module "babylonjs/Misc/tools" {
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*/
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static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
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/**
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+ * Generates an image screenshot from the specified camera.
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+ * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
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+ * @param engine The engine to use for rendering
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+ * @param camera The camera to use for rendering
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+ * @param size This parameter can be set to a single number or to an object with the
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+ * following (optional) properties: precision, width, height. If a single number is passed,
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+ * it will be used for both width and height. If an object is passed, the screenshot size
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+ * will be derived from the parameters. The precision property is a multiplier allowing
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+ * rendering at a higher or lower resolution
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+ * @param mimeType The MIME type of the screenshot image (default: image/png).
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+ * Check your browser for supported MIME types
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+ * @param samples Texture samples (default: 1)
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+ * @param antialiasing Whether antialiasing should be turned on or not (default: false)
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+ * @param fileName A name for for the downloaded file.
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+ * @returns screenshot as a string of base64-encoded characters. This string can be assigned
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+ * to the src parameter of an <img> to display it
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+ */
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+ static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
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+ /**
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* Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
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* Be aware Math.random() could cause collisions, but:
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* "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
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@@ -41843,6 +41897,10 @@ declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
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private _onVRRequestPresentStart;
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private _onVRRequestPresentComplete;
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/**
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+ * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
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+ */
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+ enableGazeEvenWhenNoPointerLock: boolean;
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+ /**
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* Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
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*/
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exitVROnDoubleTap: boolean;
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@@ -53608,10 +53666,6 @@ declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
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*/
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export class FragmentOutputBlock extends NodeMaterialBlock {
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/**
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- * Gets or sets a boolean indicating if this block will output an alpha value
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- */
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- alphaBlendingEnabled: boolean;
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- /**
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* Create a new FragmentOutputBlock
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* @param name defines the block name
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*/
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@@ -53715,6 +53769,10 @@ declare module "babylonjs/Materials/Node/nodeMaterial" {
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/** Get the inspector from bundle or global */
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private _getGlobalNodeMaterialEditor;
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/**
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+ * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
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+ */
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+ ignoreAlpha: boolean;
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+ /**
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* Defines the maximum number of lights that can be used in the material
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*/
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maxSimultaneousLights: number;
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@@ -54882,16 +54940,16 @@ declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
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protected _buildBlock(state: NodeMaterialBuildState): this;
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}
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}
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-declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbaMergerBlock" {
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+declare module "babylonjs/Materials/Node/Blocks/Fragment/colorMergerBlock" {
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import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
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import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
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import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
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/**
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- * Block used to create a Color4 out of 4 inputs (one for each component)
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+ * Block used to create a Color3/4 out of individual inputs (one for each component)
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*/
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- export class RGBAMergerBlock extends NodeMaterialBlock {
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+ export class ColorMergerBlock extends NodeMaterialBlock {
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/**
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- * Create a new RGBAMergerBlock
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+ * Create a new ColorMergerBlock
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* @param name defines the block name
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*/
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constructor(name: string);
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@@ -54901,42 +54959,34 @@ declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbaMergerBlock" {
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*/
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getClassName(): string;
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/**
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- * Gets the R input component
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+ * Gets the r component input
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*/
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readonly r: NodeMaterialConnectionPoint;
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/**
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- * Gets the G input component
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+ * Gets the g component input
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*/
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readonly g: NodeMaterialConnectionPoint;
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/**
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- * Gets the B input component
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+ * Gets the b component input
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*/
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readonly b: NodeMaterialConnectionPoint;
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/**
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- * Gets the RGB input component
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- */
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- readonly rgb: NodeMaterialConnectionPoint;
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- /**
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- * Gets the R input component
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+ * Gets the a component input
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*/
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readonly a: NodeMaterialConnectionPoint;
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- /**
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- * Gets the output component
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- */
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- readonly output: NodeMaterialConnectionPoint;
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protected _buildBlock(state: NodeMaterialBuildState): this;
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}
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}
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-declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbMergerBlock" {
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+declare module "babylonjs/Materials/Node/Blocks/Fragment/vectorMergerBlock" {
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import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
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import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
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import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
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/**
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- * Block used to create a Color3 out of 3 inputs (one for each component)
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+ * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
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*/
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- export class RGBMergerBlock extends NodeMaterialBlock {
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+ export class VectorMergerBlock extends NodeMaterialBlock {
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/**
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- * Create a new RGBMergerBlock
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+ * Create a new VectorMergerBlock
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* @param name defines the block name
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*/
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constructor(name: string);
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@@ -54946,34 +54996,34 @@ declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbMergerBlock" {
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*/
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getClassName(): string;
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/**
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- * Gets the R component input
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+ * Gets the x component input
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*/
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- readonly r: NodeMaterialConnectionPoint;
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+ readonly x: NodeMaterialConnectionPoint;
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/**
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- * Gets the G component input
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+ * Gets the y component input
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*/
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- readonly g: NodeMaterialConnectionPoint;
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+ readonly y: NodeMaterialConnectionPoint;
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/**
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- * Gets the B component input
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+ * Gets the z component input
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*/
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- readonly b: NodeMaterialConnectionPoint;
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+ readonly z: NodeMaterialConnectionPoint;
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/**
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- * Gets the output component
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+ * Gets the w component input
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*/
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- readonly output: NodeMaterialConnectionPoint;
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+ readonly w: NodeMaterialConnectionPoint;
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protected _buildBlock(state: NodeMaterialBuildState): this;
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}
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}
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-declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbaSplitterBlock" {
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+declare module "babylonjs/Materials/Node/Blocks/Fragment/colorSplitterBlock" {
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import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
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import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
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import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
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/**
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- * Block used to expand a Color4 or a Vector4 into 4 outputs (one for each component)
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+ * Block used to expand a Color3/4 into 4 outputs (one for each component)
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*/
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- export class RGBASplitterBlock extends NodeMaterialBlock {
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+ export class ColorSplitterBlock extends NodeMaterialBlock {
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/**
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- * Create a new RGBASplitterBlock
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+ * Create a new ColorSplitterBlock
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* @param name defines the block name
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*/
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constructor(name: string);
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@@ -54983,22 +55033,26 @@ declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbaSplitterBlock" {
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*/
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getClassName(): string;
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/**
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- * Gets the input component
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+ * Gets the rgba input component
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+ */
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+ readonly rgba: NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the rgb input component
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*/
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- readonly input: NodeMaterialConnectionPoint;
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+ readonly rgb: NodeMaterialConnectionPoint;
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protected _buildBlock(state: NodeMaterialBuildState): this;
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}
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}
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-declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbSplitterBlock" {
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+declare module "babylonjs/Materials/Node/Blocks/Fragment/vectorSplitterBlock" {
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import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
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import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
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import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
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/**
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- * Block used to expand a Color3 or a Vector3 into 3 outputs (one for each component)
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+ * Block used to expand a Vector3/4 into 4 outputs (one for each component)
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*/
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- export class RGBSplitterBlock extends NodeMaterialBlock {
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+ export class VectorSplitterBlock extends NodeMaterialBlock {
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/**
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- * Create a new RGBSplitterBlock
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+ * Create a new VectorSplitterBlock
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* @param name defines the block name
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*/
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constructor(name: string);
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@@ -55008,9 +55062,13 @@ declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbSplitterBlock" {
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*/
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getClassName(): string;
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/**
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- * Gets the input component
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+ * Gets the rgba input component
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+ */
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+ readonly xyzw: NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the rgb input component
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*/
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- readonly input: NodeMaterialConnectionPoint;
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+ readonly xyz: NodeMaterialConnectionPoint;
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protected _buildBlock(state: NodeMaterialBuildState): this;
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}
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}
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@@ -55058,10 +55116,10 @@ declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
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declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
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export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
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export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
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- export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbaMergerBlock";
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- export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbMergerBlock";
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- export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbaSplitterBlock";
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- export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbSplitterBlock";
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+ export * from "babylonjs/Materials/Node/Blocks/Fragment/colorMergerBlock";
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+ export * from "babylonjs/Materials/Node/Blocks/Fragment/vectorMergerBlock";
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+ export * from "babylonjs/Materials/Node/Blocks/Fragment/colorSplitterBlock";
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+ export * from "babylonjs/Materials/Node/Blocks/Fragment/vectorSplitterBlock";
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export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
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}
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declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
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@@ -63459,6 +63517,22 @@ declare module "babylonjs/Misc/screenshotTools" {
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*/
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static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
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|
|
/**
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|
|
+ * Captures a screenshot of the current rendering
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+ * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
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+ * @param engine defines the rendering engine
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+ * @param camera defines the source camera
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+ * @param size This parameter can be set to a single number or to an object with the
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+ * following (optional) properties: precision, width, height. If a single number is passed,
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+ * it will be used for both width and height. If an object is passed, the screenshot size
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+ * will be derived from the parameters. The precision property is a multiplier allowing
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+ * rendering at a higher or lower resolution
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+ * @param mimeType defines the MIME type of the screenshot image (default: image/png).
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+ * Check your browser for supported MIME types
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+ * @returns screenshot as a string of base64-encoded characters. This string can be assigned
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+ * to the src parameter of an <img> to display it
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+ */
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+ static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
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|
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+ /**
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|
* Generates an image screenshot from the specified camera.
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* @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
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* @param engine The engine to use for rendering
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|
@@ -63478,6 +63552,25 @@ declare module "babylonjs/Misc/screenshotTools" {
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* @param fileName A name for for the downloaded file.
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*/
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static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
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|
+ /**
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|
|
+ * Generates an image screenshot from the specified camera.
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+ * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
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|
+ * @param engine The engine to use for rendering
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|
+ * @param camera The camera to use for rendering
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|
+ * @param size This parameter can be set to a single number or to an object with the
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+ * following (optional) properties: precision, width, height. If a single number is passed,
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+ * it will be used for both width and height. If an object is passed, the screenshot size
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|
+ * will be derived from the parameters. The precision property is a multiplier allowing
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+ * rendering at a higher or lower resolution
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+ * @param mimeType The MIME type of the screenshot image (default: image/png).
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|
+ * Check your browser for supported MIME types
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+ * @param samples Texture samples (default: 1)
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+ * @param antialiasing Whether antialiasing should be turned on or not (default: false)
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|
+ * @param fileName A name for for the downloaded file.
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+ * @returns screenshot as a string of base64-encoded characters. This string can be assigned
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+ * to the src parameter of an <img> to display it
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+ */
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|
|
+ static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
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|
|
}
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|
}
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|
|
declare module "babylonjs/Misc/index" {
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@@ -77059,6 +77152,11 @@ declare module BABYLON {
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* @param transformNode defines the transform node to link to
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*/
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|
linkTransformNode(transformNode: Nullable<TransformNode>): void;
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|
+ /**
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|
|
+ * Gets the node used to drive the bone's transformation
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|
+ * @returns a transform node or null
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|
+ */
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|
+ getTransformNode(): Nullable<TransformNode>;
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|
|
/** Gets or sets current position (in local space) */
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|
|
position: Vector3;
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|
/** Gets or sets current rotation (in local space) */
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|
@@ -77333,6 +77431,7 @@ declare module BABYLON {
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|
protected _scaling: Vector3;
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|
protected _isDirty: boolean;
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private _transformToBoneReferal;
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|
+ private _isAbsoluteSynced;
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private _billboardMode;
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/**
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|
* Gets or sets the billboard mode. Default is 0.
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|
@@ -77377,6 +77476,8 @@ declare module BABYLON {
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|
_localMatrix: Matrix;
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private _usePivotMatrix;
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private _absolutePosition;
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|
+ private _absoluteScaling;
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|
+ private _absoluteRotationQuaternion;
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private _pivotMatrix;
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|
private _pivotMatrixInverse;
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|
protected _postMultiplyPivotMatrix: boolean;
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|
@@ -77450,6 +77551,16 @@ declare module BABYLON {
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*/
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|
|
readonly absolutePosition: Vector3;
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|
|
/**
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|
|
+ * Returns the current mesh absolute scaling.
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|
|
+ * Returns a Vector3.
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|
|
+ */
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|
|
+ readonly absoluteScaling: Vector3;
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|
|
+ /**
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|
|
+ * Returns the current mesh absolute rotation.
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+ * Returns a Quaternion.
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+ */
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|
+ readonly absoluteRotationQuaternion: Quaternion;
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|
|
+ /**
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|
|
* Sets a new matrix to apply before all other transformation
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|
* @param matrix defines the transform matrix
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|
* @returns the current TransformNode
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|
@@ -77731,6 +77842,7 @@ declare module BABYLON {
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|
* @returns the current mesh
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|
|
*/
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|
|
normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
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|
|
+ private _syncAbsoluteScalingAndRotation;
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|
|
}
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|
|
}
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|
|
declare module BABYLON {
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|
@@ -88561,7 +88673,7 @@ declare module BABYLON {
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|
|
* The SPS is also a particle system. It provides some methods to manage the particles.
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|
* However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
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|
|
*
|
|
|
- * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
|
|
|
+ * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
|
|
|
*/
|
|
|
export class SolidParticleSystem implements IDisposable {
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|
|
/**
|
|
@@ -88595,7 +88707,7 @@ declare module BABYLON {
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|
|
mesh: Mesh;
|
|
|
/**
|
|
|
* This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
|
|
|
- * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
|
|
|
+ * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
|
|
|
*/
|
|
|
vars: any;
|
|
|
/**
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|
@@ -88604,7 +88716,7 @@ declare module BABYLON {
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|
* Each element of this array is an object `{idx: int, faceId: int}`.
|
|
|
* `idx` is the picked particle index in the `SPS.particles` array
|
|
|
* `faceId` is the picked face index counted within this particle.
|
|
|
- * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#pickable-particles
|
|
|
+ * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
|
|
|
*/
|
|
|
pickedParticles: {
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|
|
idx: number;
|
|
@@ -88706,7 +88818,7 @@ declare module BABYLON {
|
|
|
private _addParticle;
|
|
|
/**
|
|
|
* Adds some particles to the SPS from the model shape. Returns the shape id.
|
|
|
- * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
|
|
|
+ * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
|
|
|
* @param mesh is any Mesh object that will be used as a model for the solid particles.
|
|
|
* @param nb (positive integer) the number of particles to be created from this model
|
|
|
* @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
|
|
@@ -88739,7 +88851,7 @@ declare module BABYLON {
|
|
|
dispose(): void;
|
|
|
/**
|
|
|
* Visibilty helper : Recomputes the visible size according to the mesh bounding box
|
|
|
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
|
|
|
+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
|
|
|
* @returns the SPS.
|
|
|
*/
|
|
|
refreshVisibleSize(): SolidParticleSystem;
|
|
@@ -88747,25 +88859,25 @@ declare module BABYLON {
|
|
|
* Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
|
|
|
* @param size the size (float) of the visibility box
|
|
|
* note : this doesn't lock the SPS mesh bounding box.
|
|
|
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
|
|
|
+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
|
|
|
*/
|
|
|
setVisibilityBox(size: number): void;
|
|
|
/**
|
|
|
* Gets whether the SPS as always visible or not
|
|
|
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
|
|
|
+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
|
|
|
*/
|
|
|
/**
|
|
|
* Sets the SPS as always visible or not
|
|
|
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
|
|
|
+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
|
|
|
*/
|
|
|
isAlwaysVisible: boolean;
|
|
|
/**
|
|
|
* Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
|
|
|
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
|
|
|
+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
|
|
|
*/
|
|
|
/**
|
|
|
* Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
|
|
|
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
|
|
|
+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
|
|
|
*/
|
|
|
isVisibilityBoxLocked: boolean;
|
|
|
/**
|
|
@@ -88828,13 +88940,13 @@ declare module BABYLON {
|
|
|
/**
|
|
|
* This function does nothing. It may be overwritten to set all the particle first values.
|
|
|
* The SPS doesn't call this function, you may have to call it by your own.
|
|
|
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
|
|
|
+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
|
|
|
*/
|
|
|
initParticles(): void;
|
|
|
/**
|
|
|
* This function does nothing. It may be overwritten to recycle a particle.
|
|
|
* The SPS doesn't call this function, you may have to call it by your own.
|
|
|
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
|
|
|
+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
|
|
|
* @param particle The particle to recycle
|
|
|
* @returns the recycled particle
|
|
|
*/
|
|
@@ -88842,7 +88954,7 @@ declare module BABYLON {
|
|
|
/**
|
|
|
* Updates a particle : this function should be overwritten by the user.
|
|
|
* It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
|
|
|
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
|
|
|
+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
|
|
|
* @example : just set a particle position or velocity and recycle conditions
|
|
|
* @param particle The particle to update
|
|
|
* @returns the updated particle
|
|
@@ -88854,7 +88966,7 @@ declare module BABYLON {
|
|
|
* @param particle the current particle
|
|
|
* @param vertex the current index of the current particle
|
|
|
* @param pt the index of the current vertex in the particle shape
|
|
|
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
|
|
|
+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
|
|
|
* @example : just set a vertex particle position
|
|
|
* @returns the updated vertex
|
|
|
*/
|
|
@@ -95553,6 +95665,22 @@ declare module BABYLON {
|
|
|
*/
|
|
|
static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
|
|
|
/**
|
|
|
+ * Captures a screenshot of the current rendering
|
|
|
+ * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
|
|
|
+ * @param engine defines the rendering engine
|
|
|
+ * @param camera defines the source camera
|
|
|
+ * @param size This parameter can be set to a single number or to an object with the
|
|
|
+ * following (optional) properties: precision, width, height. If a single number is passed,
|
|
|
+ * it will be used for both width and height. If an object is passed, the screenshot size
|
|
|
+ * will be derived from the parameters. The precision property is a multiplier allowing
|
|
|
+ * rendering at a higher or lower resolution
|
|
|
+ * @param mimeType defines the MIME type of the screenshot image (default: image/png).
|
|
|
+ * Check your browser for supported MIME types
|
|
|
+ * @returns screenshot as a string of base64-encoded characters. This string can be assigned
|
|
|
+ * to the src parameter of an <img> to display it
|
|
|
+ */
|
|
|
+ static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
|
|
|
+ /**
|
|
|
* Generates an image screenshot from the specified camera.
|
|
|
* @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
|
|
|
* @param engine The engine to use for rendering
|
|
@@ -95573,6 +95701,25 @@ declare module BABYLON {
|
|
|
*/
|
|
|
static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
|
|
|
/**
|
|
|
+ * Generates an image screenshot from the specified camera.
|
|
|
+ * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
|
|
|
+ * @param engine The engine to use for rendering
|
|
|
+ * @param camera The camera to use for rendering
|
|
|
+ * @param size This parameter can be set to a single number or to an object with the
|
|
|
+ * following (optional) properties: precision, width, height. If a single number is passed,
|
|
|
+ * it will be used for both width and height. If an object is passed, the screenshot size
|
|
|
+ * will be derived from the parameters. The precision property is a multiplier allowing
|
|
|
+ * rendering at a higher or lower resolution
|
|
|
+ * @param mimeType The MIME type of the screenshot image (default: image/png).
|
|
|
+ * Check your browser for supported MIME types
|
|
|
+ * @param samples Texture samples (default: 1)
|
|
|
+ * @param antialiasing Whether antialiasing should be turned on or not (default: false)
|
|
|
+ * @param fileName A name for for the downloaded file.
|
|
|
+ * @returns screenshot as a string of base64-encoded characters. This string can be assigned
|
|
|
+ * to the src parameter of an <img> to display it
|
|
|
+ */
|
|
|
+ static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
|
|
|
+ /**
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* Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
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* Be aware Math.random() could cause collisions, but:
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* "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
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@@ -104109,6 +104256,10 @@ declare module BABYLON {
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private _onVRRequestPresentStart;
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private _onVRRequestPresentComplete;
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/**
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+ * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
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+ */
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+ enableGazeEvenWhenNoPointerLock: boolean;
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+ /**
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* Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
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*/
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exitVROnDoubleTap: boolean;
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@@ -114909,10 +115060,6 @@ declare module BABYLON {
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*/
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export class FragmentOutputBlock extends NodeMaterialBlock {
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/**
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- * Gets or sets a boolean indicating if this block will output an alpha value
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- */
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- alphaBlendingEnabled: boolean;
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- /**
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* Create a new FragmentOutputBlock
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* @param name defines the block name
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*/
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@@ -115003,6 +115150,10 @@ declare module BABYLON {
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/** Get the inspector from bundle or global */
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private _getGlobalNodeMaterialEditor;
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/**
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+ * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
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+ */
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+ ignoreAlpha: boolean;
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+ /**
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* Defines the maximum number of lights that can be used in the material
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*/
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maxSimultaneousLights: number;
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@@ -116089,11 +116240,11 @@ declare module BABYLON {
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}
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declare module BABYLON {
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/**
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- * Block used to create a Color4 out of 4 inputs (one for each component)
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+ * Block used to create a Color3/4 out of individual inputs (one for each component)
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*/
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- export class RGBAMergerBlock extends NodeMaterialBlock {
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+ export class ColorMergerBlock extends NodeMaterialBlock {
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/**
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- * Create a new RGBAMergerBlock
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+ * Create a new ColorMergerBlock
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* @param name defines the block name
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*/
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constructor(name: string);
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@@ -116103,39 +116254,31 @@ declare module BABYLON {
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*/
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getClassName(): string;
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/**
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- * Gets the R input component
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+ * Gets the r component input
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*/
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readonly r: NodeMaterialConnectionPoint;
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/**
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- * Gets the G input component
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+ * Gets the g component input
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*/
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readonly g: NodeMaterialConnectionPoint;
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/**
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- * Gets the B input component
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+ * Gets the b component input
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*/
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readonly b: NodeMaterialConnectionPoint;
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/**
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- * Gets the RGB input component
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- */
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- readonly rgb: NodeMaterialConnectionPoint;
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- /**
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- * Gets the R input component
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+ * Gets the a component input
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*/
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readonly a: NodeMaterialConnectionPoint;
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- /**
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- * Gets the output component
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- */
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- readonly output: NodeMaterialConnectionPoint;
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protected _buildBlock(state: NodeMaterialBuildState): this;
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}
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}
|
|
|
declare module BABYLON {
|
|
|
/**
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|
- * Block used to create a Color3 out of 3 inputs (one for each component)
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+ * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
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*/
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|
|
- export class RGBMergerBlock extends NodeMaterialBlock {
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+ export class VectorMergerBlock extends NodeMaterialBlock {
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|
|
/**
|
|
|
- * Create a new RGBMergerBlock
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|
+ * Create a new VectorMergerBlock
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|
|
* @param name defines the block name
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*/
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|
|
constructor(name: string);
|
|
@@ -116145,31 +116288,31 @@ declare module BABYLON {
|
|
|
*/
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|
|
getClassName(): string;
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|
|
/**
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|
|
- * Gets the R component input
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|
+ * Gets the x component input
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|
|
*/
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|
|
- readonly r: NodeMaterialConnectionPoint;
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|
|
+ readonly x: NodeMaterialConnectionPoint;
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|
|
/**
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|
|
- * Gets the G component input
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|
|
+ * Gets the y component input
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|
|
*/
|
|
|
- readonly g: NodeMaterialConnectionPoint;
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|
|
+ readonly y: NodeMaterialConnectionPoint;
|
|
|
/**
|
|
|
- * Gets the B component input
|
|
|
+ * Gets the z component input
|
|
|
*/
|
|
|
- readonly b: NodeMaterialConnectionPoint;
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|
|
+ readonly z: NodeMaterialConnectionPoint;
|
|
|
/**
|
|
|
- * Gets the output component
|
|
|
+ * Gets the w component input
|
|
|
*/
|
|
|
- readonly output: NodeMaterialConnectionPoint;
|
|
|
+ readonly w: NodeMaterialConnectionPoint;
|
|
|
protected _buildBlock(state: NodeMaterialBuildState): this;
|
|
|
}
|
|
|
}
|
|
|
declare module BABYLON {
|
|
|
/**
|
|
|
- * Block used to expand a Color4 or a Vector4 into 4 outputs (one for each component)
|
|
|
+ * Block used to expand a Color3/4 into 4 outputs (one for each component)
|
|
|
*/
|
|
|
- export class RGBASplitterBlock extends NodeMaterialBlock {
|
|
|
+ export class ColorSplitterBlock extends NodeMaterialBlock {
|
|
|
/**
|
|
|
- * Create a new RGBASplitterBlock
|
|
|
+ * Create a new ColorSplitterBlock
|
|
|
* @param name defines the block name
|
|
|
*/
|
|
|
constructor(name: string);
|
|
@@ -116179,19 +116322,23 @@ declare module BABYLON {
|
|
|
*/
|
|
|
getClassName(): string;
|
|
|
/**
|
|
|
- * Gets the input component
|
|
|
+ * Gets the rgba input component
|
|
|
+ */
|
|
|
+ readonly rgba: NodeMaterialConnectionPoint;
|
|
|
+ /**
|
|
|
+ * Gets the rgb input component
|
|
|
*/
|
|
|
- readonly input: NodeMaterialConnectionPoint;
|
|
|
+ readonly rgb: NodeMaterialConnectionPoint;
|
|
|
protected _buildBlock(state: NodeMaterialBuildState): this;
|
|
|
}
|
|
|
}
|
|
|
declare module BABYLON {
|
|
|
/**
|
|
|
- * Block used to expand a Color3 or a Vector3 into 3 outputs (one for each component)
|
|
|
+ * Block used to expand a Vector3/4 into 4 outputs (one for each component)
|
|
|
*/
|
|
|
- export class RGBSplitterBlock extends NodeMaterialBlock {
|
|
|
+ export class VectorSplitterBlock extends NodeMaterialBlock {
|
|
|
/**
|
|
|
- * Create a new RGBSplitterBlock
|
|
|
+ * Create a new VectorSplitterBlock
|
|
|
* @param name defines the block name
|
|
|
*/
|
|
|
constructor(name: string);
|
|
@@ -116201,9 +116348,13 @@ declare module BABYLON {
|
|
|
*/
|
|
|
getClassName(): string;
|
|
|
/**
|
|
|
- * Gets the input component
|
|
|
+ * Gets the rgba input component
|
|
|
+ */
|
|
|
+ readonly xyzw: NodeMaterialConnectionPoint;
|
|
|
+ /**
|
|
|
+ * Gets the rgb input component
|
|
|
*/
|
|
|
- readonly input: NodeMaterialConnectionPoint;
|
|
|
+ readonly xyz: NodeMaterialConnectionPoint;
|
|
|
protected _buildBlock(state: NodeMaterialBuildState): this;
|
|
|
}
|
|
|
}
|
|
@@ -123956,6 +124107,22 @@ declare module BABYLON {
|
|
|
*/
|
|
|
static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
|
|
|
/**
|
|
|
+ * Captures a screenshot of the current rendering
|
|
|
+ * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
|
|
|
+ * @param engine defines the rendering engine
|
|
|
+ * @param camera defines the source camera
|
|
|
+ * @param size This parameter can be set to a single number or to an object with the
|
|
|
+ * following (optional) properties: precision, width, height. If a single number is passed,
|
|
|
+ * it will be used for both width and height. If an object is passed, the screenshot size
|
|
|
+ * will be derived from the parameters. The precision property is a multiplier allowing
|
|
|
+ * rendering at a higher or lower resolution
|
|
|
+ * @param mimeType defines the MIME type of the screenshot image (default: image/png).
|
|
|
+ * Check your browser for supported MIME types
|
|
|
+ * @returns screenshot as a string of base64-encoded characters. This string can be assigned
|
|
|
+ * to the src parameter of an <img> to display it
|
|
|
+ */
|
|
|
+ static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
|
|
|
+ /**
|
|
|
* Generates an image screenshot from the specified camera.
|
|
|
* @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
|
|
|
* @param engine The engine to use for rendering
|
|
@@ -123975,6 +124142,25 @@ declare module BABYLON {
|
|
|
* @param fileName A name for for the downloaded file.
|
|
|
*/
|
|
|
static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
|
|
|
+ /**
|
|
|
+ * Generates an image screenshot from the specified camera.
|
|
|
+ * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
|
|
|
+ * @param engine The engine to use for rendering
|
|
|
+ * @param camera The camera to use for rendering
|
|
|
+ * @param size This parameter can be set to a single number or to an object with the
|
|
|
+ * following (optional) properties: precision, width, height. If a single number is passed,
|
|
|
+ * it will be used for both width and height. If an object is passed, the screenshot size
|
|
|
+ * will be derived from the parameters. The precision property is a multiplier allowing
|
|
|
+ * rendering at a higher or lower resolution
|
|
|
+ * @param mimeType The MIME type of the screenshot image (default: image/png).
|
|
|
+ * Check your browser for supported MIME types
|
|
|
+ * @param samples Texture samples (default: 1)
|
|
|
+ * @param antialiasing Whether antialiasing should be turned on or not (default: false)
|
|
|
+ * @param fileName A name for for the downloaded file.
|
|
|
+ * @returns screenshot as a string of base64-encoded characters. This string can be assigned
|
|
|
+ * to the src parameter of an <img> to display it
|
|
|
+ */
|
|
|
+ static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
|
|
|
}
|
|
|
}
|
|
|
declare module BABYLON {
|