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@@ -6678,17 +6678,25 @@ var BABYLON;
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return Frustum;
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}());
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BABYLON.Frustum = Frustum;
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+ /** Defines supported spaces */
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var Space;
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(function (Space) {
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+ /** Local (object) space */
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Space[Space["LOCAL"] = 0] = "LOCAL";
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+ /** World space */
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Space[Space["WORLD"] = 1] = "WORLD";
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+ /** Bone space */
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Space[Space["BONE"] = 2] = "BONE";
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})(Space = BABYLON.Space || (BABYLON.Space = {}));
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+ /** Defines the 3 main axes */
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var Axis = /** @class */ (function () {
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function Axis() {
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}
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+ /** X axis */
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Axis.X = new Vector3(1.0, 0.0, 0.0);
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+ /** Y axis */
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Axis.Y = new Vector3(0.0, 1.0, 0.0);
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+ /** Z axis */
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Axis.Z = new Vector3(0.0, 0.0, 1.0);
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return Axis;
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}());
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@@ -6722,9 +6730,16 @@ var BABYLON;
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return BezierCurve;
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}());
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BABYLON.BezierCurve = BezierCurve;
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+ /**
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+ * Defines potential orientation for back face culling
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+ */
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var Orientation;
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(function (Orientation) {
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+ /**
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+ * Clockwise
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+ */
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Orientation[Orientation["CW"] = 0] = "CW";
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+ /** Counter clockwise */
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Orientation[Orientation["CCW"] = 1] = "CCW";
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})(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
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var Angle = /** @class */ (function () {
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@@ -54942,15 +54957,22 @@ var BABYLON;
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(function (BABYLON) {
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//WebWorker code will be inserted to this variable.
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BABYLON.CollisionWorker = "";
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+ /** Defines supported task for worker process */
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var WorkerTaskType;
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(function (WorkerTaskType) {
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+ /** Initialization */
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WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
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+ /** Update of geometry */
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WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
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+ /** Evaluate collision */
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WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
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})(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
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+ /** Defines kind of replies returned by worker */
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var WorkerReplyType;
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(function (WorkerReplyType) {
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+ /** Success */
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WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
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+ /** Unkown error */
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WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
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})(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
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var CollisionCoordinatorWorker = /** @class */ (function () {
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@@ -70197,36 +70219,68 @@ var BABYLON;
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var BABYLON;
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(function (BABYLON) {
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+ /**
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+ * Defines supported buttons for XBox360 compatible gamepads
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+ */
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var Xbox360Button;
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(function (Xbox360Button) {
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+ /** A */
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Xbox360Button[Xbox360Button["A"] = 0] = "A";
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+ /** B */
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Xbox360Button[Xbox360Button["B"] = 1] = "B";
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+ /** X */
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Xbox360Button[Xbox360Button["X"] = 2] = "X";
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+ /** Y */
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Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
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+ /** Start */
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Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
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+ /** Back */
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Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
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+ /** Left button */
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Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
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+ /** Right button */
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Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
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+ /** Left stick */
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Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
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+ /** Right stick */
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Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
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})(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
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+ /** Defines values for XBox360 DPad */
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var Xbox360Dpad;
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(function (Xbox360Dpad) {
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+ /** Up */
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Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
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+ /** Down */
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Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
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+ /** Left */
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Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
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+ /** Right */
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Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
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})(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
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+ /**
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+ * Defines a XBox360 gamepad
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+ */
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var Xbox360Pad = /** @class */ (function (_super) {
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__extends(Xbox360Pad, _super);
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+ /**
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+ * Creates a new XBox360 gamepad object
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+ * @param id defines the id of this gamepad
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+ * @param index defines its index
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+ * @param gamepad defines the internal HTML gamepad object
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+ * @param xboxOne defines if it is a XBox One gamepad
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+ */
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function Xbox360Pad(id, index, gamepad, xboxOne) {
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if (xboxOne === void 0) { xboxOne = false; }
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var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
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_this._leftTrigger = 0;
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_this._rightTrigger = 0;
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+ /** Observable raised when a button is pressed */
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_this.onButtonDownObservable = new BABYLON.Observable();
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+ /** Observable raised when a button is released */
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_this.onButtonUpObservable = new BABYLON.Observable();
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+ /** Observable raised when a pad is pressed */
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_this.onPadDownObservable = new BABYLON.Observable();
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+ /** Observable raised when a pad is released */
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_this.onPadUpObservable = new BABYLON.Observable();
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_this._buttonA = 0;
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_this._buttonB = 0;
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@@ -70247,13 +70301,24 @@ var BABYLON;
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_this._isXboxOnePad = xboxOne;
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return _this;
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}
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+ /**
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+ * Defines the callback to call when left trigger is pressed
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+ * @param callback defines the callback to use
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+ */
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Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
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this._onlefttriggerchanged = callback;
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};
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+ /**
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+ * Defines the callback to call when right trigger is pressed
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+ * @param callback defines the callback to use
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+ */
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Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
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this._onrighttriggerchanged = callback;
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};
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Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
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+ /**
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+ * Gets or sets left trigger value
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+ */
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get: function () {
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return this._leftTrigger;
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},
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@@ -70267,6 +70332,9 @@ var BABYLON;
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configurable: true
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});
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Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
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+ /**
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+ * Gets or sets right trigger value
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+ */
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get: function () {
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return this._rightTrigger;
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},
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@@ -70279,15 +70347,31 @@ var BABYLON;
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enumerable: true,
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configurable: true
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});
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+ /**
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+ * Defines the callback to call when a button is pressed
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+ * @param callback defines the callback to use
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+ */
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Xbox360Pad.prototype.onbuttondown = function (callback) {
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this._onbuttondown = callback;
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};
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+ /**
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+ * Defines the callback to call when a button is released
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+ * @param callback defines the callback to use
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+ */
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Xbox360Pad.prototype.onbuttonup = function (callback) {
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this._onbuttonup = callback;
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};
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+ /**
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+ * Defines the callback to call when a pad is pressed
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+ * @param callback defines the callback to use
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+ */
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Xbox360Pad.prototype.ondpaddown = function (callback) {
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this._ondpaddown = callback;
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};
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+ /**
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+ * Defines the callback to call when a pad is released
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+ * @param callback defines the callback to use
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+ */
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Xbox360Pad.prototype.ondpadup = function (callback) {
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this._ondpadup = callback;
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};
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@@ -70326,6 +70410,7 @@ var BABYLON;
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return newValue;
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};
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Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
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+ /** Gets or sets value of A button */
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get: function () {
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return this._buttonA;
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},
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@@ -70336,6 +70421,7 @@ var BABYLON;
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configurable: true
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});
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Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
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+ /** Gets or sets value of B button */
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get: function () {
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return this._buttonB;
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},
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@@ -70346,6 +70432,7 @@ var BABYLON;
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configurable: true
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});
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Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
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+ /** Gets or sets value of X button */
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get: function () {
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return this._buttonX;
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},
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@@ -70356,6 +70443,7 @@ var BABYLON;
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configurable: true
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});
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Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
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+ /** Gets or sets value of Y button */
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get: function () {
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return this._buttonY;
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},
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@@ -70366,6 +70454,7 @@ var BABYLON;
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configurable: true
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});
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Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
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+ /** Gets or sets value of Start button */
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get: function () {
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return this._buttonStart;
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},
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@@ -70376,6 +70465,7 @@ var BABYLON;
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configurable: true
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});
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Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
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+ /** Gets or sets value of Back button */
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get: function () {
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return this._buttonBack;
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},
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@@ -70386,6 +70476,7 @@ var BABYLON;
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configurable: true
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});
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Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
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+ /** Gets or sets value of Left button */
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get: function () {
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return this._buttonLB;
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},
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@@ -70396,6 +70487,7 @@ var BABYLON;
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configurable: true
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});
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Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
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+ /** Gets or sets value of Right button */
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get: function () {
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return this._buttonRB;
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},
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@@ -70406,6 +70498,7 @@ var BABYLON;
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configurable: true
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});
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Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
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+ /** Gets or sets value of left stick */
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get: function () {
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return this._buttonLeftStick;
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},
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@@ -70416,6 +70509,7 @@ var BABYLON;
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configurable: true
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});
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Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
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+ /** Gets or sets value of right stick */
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get: function () {
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return this._buttonRightStick;
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},
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@@ -70426,6 +70520,7 @@ var BABYLON;
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configurable: true
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});
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Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
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+ /** Gets or sets value of DPad up */
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get: function () {
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return this._dPadUp;
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},
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@@ -70436,6 +70531,7 @@ var BABYLON;
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configurable: true
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});
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Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
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+ /** Gets or sets value of DPad down */
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get: function () {
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return this._dPadDown;
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},
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@@ -70446,6 +70542,7 @@ var BABYLON;
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configurable: true
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});
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Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
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+ /** Gets or sets value of DPad left */
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get: function () {
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return this._dPadLeft;
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},
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@@ -70456,6 +70553,7 @@ var BABYLON;
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configurable: true
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});
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Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
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+ /** Gets or sets value of DPad right */
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get: function () {
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return this._dPadRight;
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},
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@@ -70465,6 +70563,9 @@ var BABYLON;
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enumerable: true,
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configurable: true
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});
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+ /**
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+ * Force the gamepad to synchronize with device values
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+ */
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Xbox360Pad.prototype.update = function () {
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_super.prototype.update.call(this);
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if (this._isXboxOnePad) {
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@@ -76581,17 +76682,37 @@ var BABYLON;
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var BABYLON;
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(function (BABYLON) {
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+ /** Defines operator used for tonemapping */
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var TonemappingOperator;
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(function (TonemappingOperator) {
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+ /** Hable */
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TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
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+ /** Reinhard */
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TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
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+ /** HejiDawson */
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TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
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+ /** Photographic */
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TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
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})(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
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;
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+ /**
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+ * Defines a post process to apply tone mapping
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+ */
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var TonemapPostProcess = /** @class */ (function (_super) {
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__extends(TonemapPostProcess, _super);
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- function TonemapPostProcess(name, _operator, exposureAdjustment, camera, samplingMode, engine, textureFormat) {
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+ /**
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+ * Creates a new TonemapPostProcess
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+ * @param name defines the name of the postprocess
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+ * @param _operator defines the operator to use
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+ * @param exposureAdjustment defines the required exposure adjustement
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+ * @param camera defines the camera to use (can be null)
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+ * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
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+ * @param engine defines the hosting engine (can be ignore if camera is set)
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+ * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
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+ */
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+ function TonemapPostProcess(name, _operator,
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+ /** Defines the required exposure adjustement */
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+ exposureAdjustment, camera, samplingMode, engine, textureFormat) {
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if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
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if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
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var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
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@@ -82919,16 +83040,20 @@ var BABYLON;
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*/
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var PhysicsRadialImpulseFalloff;
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(function (PhysicsRadialImpulseFalloff) {
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+ /** Defines that impulse is constant in strength across it's whole radius */
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PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
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- PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear"; // impulse gets weaker if it's further from the origin
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+ /** DEfines that impulse gets weaker if it's further from the origin */
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+ PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
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})(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
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/**
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* The strenght of the force in correspondence to the distance of the affected object
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*/
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var PhysicsUpdraftMode;
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(function (PhysicsUpdraftMode) {
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+ /** Defines that the upstream forces will pull towards the top center of the cylinder */
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PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
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- PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular"; // once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder
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+ /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
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+ PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
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})(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
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})(BABYLON || (BABYLON = {}));
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@@ -88757,13 +88882,26 @@ var BABYLON;
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// & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
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var BABYLON;
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(function (BABYLON) {
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+ /**
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+ * Defines the potential axis of a Joystick
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+ */
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var JoystickAxis;
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(function (JoystickAxis) {
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+ /** X axis */
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JoystickAxis[JoystickAxis["X"] = 0] = "X";
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+ /** Y axis */
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JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
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+ /** Z axis */
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JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
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})(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
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+ /**
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+ * Class used to define virtual joystick (used in touch mode)
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+ */
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var VirtualJoystick = /** @class */ (function () {
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+ /**
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+ * Creates a new virtual joystick
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+ * @param leftJoystick defines that the joystick is for left hand (false by default)
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+ */
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function VirtualJoystick(leftJoystick) {
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var _this = this;
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if (leftJoystick) {
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@@ -88849,6 +88987,10 @@ var BABYLON;
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}, false);
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requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
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}
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+ /**
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+ * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
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+ * @param newJoystickSensibility defines the new sensibility
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+ */
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VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
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this._joystickSensibility = newJoystickSensibility;
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this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
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@@ -88948,10 +89090,17 @@ var BABYLON;
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VirtualJoystick.prototype.setJoystickColor = function (newColor) {
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this._joystickColor = newColor;
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};
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+ /**
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+ * Defines a callback to call when the joystick is touched
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+ * @param action defines the callback
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+ */
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VirtualJoystick.prototype.setActionOnTouch = function (action) {
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this._action = action;
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};
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- // Define which axis you'd like to control for left & right
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+ /**
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+ * Defines which axis you'd like to control for left & right
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+ * @param axis defines the axis to use
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+ */
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VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
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switch (axis) {
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case JoystickAxis.X:
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@@ -88964,7 +89113,10 @@ var BABYLON;
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break;
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}
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};
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- // Define which axis you'd like to control for up & down
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+ /**
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+ * Defines which axis you'd like to control for up & down
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+ * @param axis defines the axis to use
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+ */
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VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
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switch (axis) {
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case JoystickAxis.X:
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@@ -89021,6 +89173,9 @@ var BABYLON;
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}
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requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
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};
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+ /**
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+ * Release internal HTML canvas
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+ */
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VirtualJoystick.prototype.releaseCanvas = function () {
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if (VirtualJoystick.vjCanvas) {
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VirtualJoystick.vjCanvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
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@@ -89201,11 +89356,12 @@ var BABYLON;
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}());
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BABYLON.SimplificationQueue = SimplificationQueue;
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/**
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- * The implemented types of simplification.
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- * At the moment only Quadratic Error Decimation is implemented.
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+ * The implemented types of simplification
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+ * At the moment only Quadratic Error Decimation is implemented
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*/
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var SimplificationType;
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(function (SimplificationType) {
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+ /** Quadratic error decimation */
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SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
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})(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
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var DecimationTriangle = /** @class */ (function () {
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