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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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* @param transformNode defines the transform node to link to
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*/
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*/
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linkTransformNode(transformNode: Nullable<TransformNode>): void;
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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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/** Gets or sets current position (in local space) */
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position: Vector3;
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position: Vector3;
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/** Gets or sets current rotation (in local space) */
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/** Gets or sets current rotation (in local space) */
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@@ -25593,7 +25598,7 @@ 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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* 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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* 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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*
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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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*/
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export class SolidParticleSystem implements IDisposable {
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export class SolidParticleSystem implements IDisposable {
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/**
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/**
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@@ -25627,7 +25632,7 @@ declare module "babylonjs/Particles/solidParticleSystem" {
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mesh: Mesh;
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mesh: Mesh;
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/**
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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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* 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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*/
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vars: any;
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vars: any;
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/**
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/**
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@@ -25636,7 +25641,7 @@ 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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* 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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* `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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* `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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*/
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pickedParticles: {
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pickedParticles: {
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idx: number;
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idx: number;
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@@ -25738,7 +25743,7 @@ declare module "babylonjs/Particles/solidParticleSystem" {
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private _addParticle;
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private _addParticle;
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/**
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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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* 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 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 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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* @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
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@@ -25771,7 +25776,7 @@ declare module "babylonjs/Particles/solidParticleSystem" {
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dispose(): void;
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dispose(): void;
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/**
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/**
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* Visibilty helper : Recomputes the visible size according to the mesh bounding box
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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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* @returns the SPS.
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*/
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*/
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refreshVisibleSize(): SolidParticleSystem;
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refreshVisibleSize(): SolidParticleSystem;
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@@ -25779,25 +25784,25 @@ 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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* 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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* @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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* 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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*/
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setVisibilityBox(size: number): void;
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setVisibilityBox(size: number): void;
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/**
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/**
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* Gets whether the SPS as always visible or not
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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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/**
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/**
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* Sets the SPS as always visible or not
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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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*/
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isAlwaysVisible: boolean;
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isAlwaysVisible: boolean;
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/**
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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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* 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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/**
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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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* 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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*/
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isVisibilityBoxLocked: boolean;
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isVisibilityBoxLocked: boolean;
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/**
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/**
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@@ -25860,13 +25865,13 @@ declare module "babylonjs/Particles/solidParticleSystem" {
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/**
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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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* 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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* 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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*/
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initParticles(): void;
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initParticles(): void;
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/**
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/**
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* This function does nothing. It may be overwritten to recycle a particle.
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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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* 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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* @param particle The particle to recycle
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* @returns the recycled particle
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* @returns the recycled particle
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*/
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*/
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@@ -25874,7 +25879,7 @@ declare module "babylonjs/Particles/solidParticleSystem" {
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/**
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/**
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* Updates a particle : this function should be overwritten by the user.
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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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* 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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* @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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* @param particle The particle to update
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* @returns the updated particle
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* @returns the updated particle
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@@ -25886,7 +25891,7 @@ declare module "babylonjs/Particles/solidParticleSystem" {
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* @param particle the current particle
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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 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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* @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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* @example : just set a vertex particle position
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* @returns the updated vertex
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* @returns the updated vertex
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*/
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*/
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@@ -32750,6 +32755,22 @@ declare module "babylonjs/Misc/tools" {
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*/
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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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static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
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/**
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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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* 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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* @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 engine The engine to use for rendering
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@@ -32770,6 +32791,25 @@ declare module "babylonjs/Misc/tools" {
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*/
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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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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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/**
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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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* 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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* 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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* "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 +41883,10 @@ declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
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private _onVRRequestPresentStart;
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private _onVRRequestPresentStart;
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private _onVRRequestPresentComplete;
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private _onVRRequestPresentComplete;
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/**
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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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* 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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*/
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exitVROnDoubleTap: boolean;
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exitVROnDoubleTap: boolean;
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@@ -63459,6 +63503,22 @@ declare module "babylonjs/Misc/screenshotTools" {
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*/
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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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static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
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/**
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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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* 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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* @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 engine The engine to use for rendering
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@@ -63478,6 +63538,25 @@ declare module "babylonjs/Misc/screenshotTools" {
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* @param fileName A name for for the downloaded file.
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* @param fileName A name for for the downloaded file.
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*/
|
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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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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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+ /**
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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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|
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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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|
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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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|
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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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|
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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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}
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}
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declare module "babylonjs/Misc/index" {
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declare module "babylonjs/Misc/index" {
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@@ -77059,6 +77138,11 @@ declare module BABYLON {
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* @param transformNode defines the transform node to link to
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* @param transformNode defines the transform node to link to
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*/
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*/
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linkTransformNode(transformNode: Nullable<TransformNode>): void;
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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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/** Gets or sets current position (in local space) */
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position: Vector3;
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position: Vector3;
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/** Gets or sets current rotation (in local space) */
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/** Gets or sets current rotation (in local space) */
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@@ -88561,7 +88645,7 @@ 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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* 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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* 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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*
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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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*/
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export class SolidParticleSystem implements IDisposable {
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export class SolidParticleSystem implements IDisposable {
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/**
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/**
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@@ -88595,7 +88679,7 @@ declare module BABYLON {
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mesh: Mesh;
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mesh: Mesh;
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/**
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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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* 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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*/
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vars: any;
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vars: any;
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/**
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/**
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@@ -88604,7 +88688,7 @@ declare module BABYLON {
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* Each element of this array is an object `{idx: int, faceId: int}`.
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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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* `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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* `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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*/
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pickedParticles: {
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pickedParticles: {
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idx: number;
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idx: number;
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@@ -88706,7 +88790,7 @@ declare module BABYLON {
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private _addParticle;
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private _addParticle;
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/**
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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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* 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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|
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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 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 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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* @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
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@@ -88739,7 +88823,7 @@ declare module BABYLON {
|
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dispose(): void;
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dispose(): void;
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/**
|
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/**
|
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* Visibilty helper : Recomputes the visible size according to the mesh bounding box
|
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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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|
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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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* @returns the SPS.
|
|
*/
|
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*/
|
|
refreshVisibleSize(): SolidParticleSystem;
|
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refreshVisibleSize(): SolidParticleSystem;
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@@ -88747,25 +88831,25 @@ declare module BABYLON {
|
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* Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
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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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* @param size the size (float) of the visibility box
|
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* note : this doesn't lock the SPS mesh bounding box.
|
|
* note : this doesn't lock the SPS mesh bounding box.
|
|
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
|
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|
|
|
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+ * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
|
|
*/
|
|
*/
|
|
setVisibilityBox(size: number): void;
|
|
setVisibilityBox(size: number): void;
|
|
/**
|
|
/**
|
|
* Gets whether the SPS as always visible or not
|
|
* 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
|
|
* 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;
|
|
isAlwaysVisible: boolean;
|
|
/**
|
|
/**
|
|
* Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
|
|
* 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.
|
|
* 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;
|
|
isVisibilityBoxLocked: boolean;
|
|
/**
|
|
/**
|
|
@@ -88828,13 +88912,13 @@ declare module BABYLON {
|
|
/**
|
|
/**
|
|
* This function does nothing. It may be overwritten to set all the particle first values.
|
|
* 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.
|
|
* 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;
|
|
initParticles(): void;
|
|
/**
|
|
/**
|
|
* This function does nothing. It may be overwritten to recycle a particle.
|
|
* 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.
|
|
* 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
|
|
* @param particle The particle to recycle
|
|
* @returns the recycled particle
|
|
* @returns the recycled particle
|
|
*/
|
|
*/
|
|
@@ -88842,7 +88926,7 @@ declare module BABYLON {
|
|
/**
|
|
/**
|
|
* Updates a particle : this function should be overwritten by the user.
|
|
* 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.
|
|
* 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
|
|
* @example : just set a particle position or velocity and recycle conditions
|
|
* @param particle The particle to update
|
|
* @param particle The particle to update
|
|
* @returns the updated particle
|
|
* @returns the updated particle
|
|
@@ -88854,7 +88938,7 @@ declare module BABYLON {
|
|
* @param particle the current particle
|
|
* @param particle the current particle
|
|
* @param vertex the current index of the current particle
|
|
* @param vertex the current index of the current particle
|
|
* @param pt the index of the current vertex in the particle shape
|
|
* @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
|
|
* @example : just set a vertex particle position
|
|
* @returns the updated vertex
|
|
* @returns the updated vertex
|
|
*/
|
|
*/
|
|
@@ -95553,6 +95637,22 @@ declare module BABYLON {
|
|
*/
|
|
*/
|
|
static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
|
|
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.
|
|
* Generates an image screenshot from the specified camera.
|
|
* @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
|
|
* @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
|
|
* @param engine The engine to use for rendering
|
|
* @param engine The engine to use for rendering
|
|
@@ -95573,6 +95673,25 @@ declare module BABYLON {
|
|
*/
|
|
*/
|
|
static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
|
|
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>;
|
|
|
|
+ /**
|
|
* Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
|
|
* Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
|
|
* Be aware Math.random() could cause collisions, but:
|
|
* Be aware Math.random() could cause collisions, but:
|
|
* "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"
|
|
* "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"
|
|
@@ -104109,6 +104228,10 @@ declare module BABYLON {
|
|
private _onVRRequestPresentStart;
|
|
private _onVRRequestPresentStart;
|
|
private _onVRRequestPresentComplete;
|
|
private _onVRRequestPresentComplete;
|
|
/**
|
|
/**
|
|
|
|
+ * 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)
|
|
|
|
+ */
|
|
|
|
+ enableGazeEvenWhenNoPointerLock: boolean;
|
|
|
|
+ /**
|
|
* Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
|
|
* Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
|
|
*/
|
|
*/
|
|
exitVROnDoubleTap: boolean;
|
|
exitVROnDoubleTap: boolean;
|
|
@@ -123956,6 +124079,22 @@ declare module BABYLON {
|
|
*/
|
|
*/
|
|
static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
|
|
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.
|
|
* Generates an image screenshot from the specified camera.
|
|
* @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
|
|
* @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
|
|
* @param engine The engine to use for rendering
|
|
* @param engine The engine to use for rendering
|
|
@@ -123975,6 +124114,25 @@ declare module BABYLON {
|
|
* @param fileName A name for for the downloaded file.
|
|
* @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;
|
|
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 {
|
|
declare module BABYLON {
|