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@@ -4356,6 +4356,10 @@ declare module "babylonjs/Misc/observable" {
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private _eventState;
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private _eventState;
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private _onObserverAdded;
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private _onObserverAdded;
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/**
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/**
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+ * Gets the list of observers
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+ */
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+ readonly observers: Array<Observer<T>>;
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+ /**
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* Creates a new observable
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* Creates a new observable
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* @param onObserverAdded defines a callback to call when a new observer is added
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* @param onObserverAdded defines a callback to call when a new observer is added
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*/
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*/
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@@ -10140,7 +10144,7 @@ declare module "babylonjs/Bones/skeleton" {
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private _useTextureToStoreBoneMatrices;
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private _useTextureToStoreBoneMatrices;
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/**
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/**
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* Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
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* Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
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- * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
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+ * Please note that this option is not available if the hardware does not support it
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*/
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*/
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useTextureToStoreBoneMatrices: boolean;
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useTextureToStoreBoneMatrices: boolean;
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private _animationPropertiesOverride;
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private _animationPropertiesOverride;
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@@ -10194,9 +10198,10 @@ declare module "babylonjs/Bones/skeleton" {
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getTransformMatrices(mesh: AbstractMesh): Float32Array;
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getTransformMatrices(mesh: AbstractMesh): Float32Array;
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/**
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/**
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* Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
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* Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
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+ * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
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* @returns a raw texture containing the data
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* @returns a raw texture containing the data
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*/
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*/
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- getTransformMatrixTexture(): Nullable<RawTexture>;
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+ getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
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/**
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/**
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* Gets the current hosting scene
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* Gets the current hosting scene
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* @returns a scene object
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* @returns a scene object
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@@ -10479,6 +10484,18 @@ declare module "babylonjs/Morph/morphTargetManager" {
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private _uniqueId;
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private _uniqueId;
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private _tempInfluences;
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private _tempInfluences;
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/**
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/**
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+ * Gets or sets a boolean indicating if normals must be morphed
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+ */
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+ enableNormalMorphing: boolean;
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+ /**
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+ * Gets or sets a boolean indicating if tangents must be morphed
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+ */
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+ enableTangentMorphing: boolean;
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+ /**
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+ * Gets or sets a boolean indicating if UV must be morphed
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+ */
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+ enableUVMorphing: boolean;
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+ /**
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* Creates a new MorphTargetManager
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* Creates a new MorphTargetManager
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* @param scene defines the current scene
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* @param scene defines the current scene
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*/
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*/
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@@ -25126,6 +25143,7 @@ declare module "babylonjs/Meshes/abstractMesh" {
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import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
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import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
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import { SolidParticle } from "babylonjs/Particles/solidParticle";
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import { SolidParticle } from "babylonjs/Particles/solidParticle";
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import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
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import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
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+ import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
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import { Ray } from "babylonjs/Culling/ray";
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import { Ray } from "babylonjs/Culling/ray";
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import { Collider } from "babylonjs/Collisions/collider";
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import { Collider } from "babylonjs/Collisions/collider";
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import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
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import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
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@@ -25466,6 +25484,8 @@ declare module "babylonjs/Meshes/abstractMesh" {
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};
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};
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/** @hidden */
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/** @hidden */
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_bonesTransformMatrices: Nullable<Float32Array>;
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_bonesTransformMatrices: Nullable<Float32Array>;
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+ /** @hidden */
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+ _transformMatrixTexture: Nullable<RawTexture>;
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/**
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/**
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* Gets or sets a skeleton to apply skining transformations
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* Gets or sets a skeleton to apply skining transformations
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* @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
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* @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
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@@ -35198,6 +35218,10 @@ declare module "babylonjs/Audio/sound" {
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* Defines an optional offset (in seconds) inside the sound file
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* Defines an optional offset (in seconds) inside the sound file
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*/
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*/
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offset?: number;
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offset?: number;
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+ /**
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+ * If true, URLs will not be required to state the audio file codec to use.
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+ */
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+ skipCodecCheck?: boolean;
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}
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}
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/**
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/**
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* Defines a sound that can be played in the application.
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* Defines a sound that can be played in the application.
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@@ -37238,6 +37262,10 @@ declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
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*/
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*/
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enabled: boolean;
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enabled: boolean;
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/**
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/**
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+ * If pointer events should start and release the drag (Default: true)
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+ */
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+ startAndReleaseDragOnPointerEvents: boolean;
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+ /**
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* If camera controls should be detached during the drag
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* If camera controls should be detached during the drag
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*/
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*/
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detachCameraControls: boolean;
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detachCameraControls: boolean;
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@@ -42963,7 +42991,6 @@ declare module "babylonjs/Debug/boneAxesViewer" {
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}
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}
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}
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}
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declare module "babylonjs/Debug/debugLayer" {
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declare module "babylonjs/Debug/debugLayer" {
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- import { Observable } from "babylonjs/Misc/observable";
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import { Scene } from "babylonjs/scene";
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import { Scene } from "babylonjs/scene";
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/**
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/**
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* Interface used to define scene explorer extensibility option
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* Interface used to define scene explorer extensibility option
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@@ -43064,15 +43091,11 @@ declare module "babylonjs/Debug/debugLayer" {
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static InspectorURL: string;
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static InspectorURL: string;
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private _scene;
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private _scene;
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private BJSINSPECTOR;
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private BJSINSPECTOR;
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+ private _onPropertyChangedObservable?;
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/**
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/**
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* Observable triggered when a property is changed through the inspector.
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* Observable triggered when a property is changed through the inspector.
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*/
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*/
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- onPropertyChangedObservable: Observable<{
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- object: any;
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- property: string;
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- value: any;
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- initialValue: any;
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- }>;
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+ readonly onPropertyChangedObservable: any;
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/**
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/**
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* Instantiates a new debug layer.
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* Instantiates a new debug layer.
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* The debug layer (aka Inspector) is the go to tool in order to better understand
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* The debug layer (aka Inspector) is the go to tool in order to better understand
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@@ -48395,9 +48418,9 @@ declare module "babylonjs/Materials/PBR/pbrMaterial" {
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/**
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/**
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* Let user defines the brdf lookup texture used for IBL.
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* Let user defines the brdf lookup texture used for IBL.
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* A default 8bit version is embedded but you could point at :
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* A default 8bit version is embedded but you could point at :
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- * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.png
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+ * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
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* * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
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* * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
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- * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
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+ * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
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* * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
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* * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
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*/
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*/
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environmentBRDFTexture: Nullable<BaseTexture>;
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environmentBRDFTexture: Nullable<BaseTexture>;
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@@ -49500,7 +49523,7 @@ declare module "babylonjs/Layers/effectLayer" {
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/**
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/**
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* Gets the rendering group id the layer should render in.
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* Gets the rendering group id the layer should render in.
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*/
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*/
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- readonly renderingGroupId: number;
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+ renderingGroupId: number;
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/**
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/**
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* An event triggered when the effect layer has been disposed.
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* An event triggered when the effect layer has been disposed.
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*/
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*/
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@@ -53059,6 +53082,10 @@ declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
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*/
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*/
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repeatableContentBlocks: NodeMaterialBlock[];
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repeatableContentBlocks: NodeMaterialBlock[];
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/**
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/**
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+ * List of blocks that can provide a dynamic list of uniforms
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+ */
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+ dynamicUniformBlocks: NodeMaterialBlock[];
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+ /**
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* List of blocks that can block the isReady function for the material
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* List of blocks that can block the isReady function for the material
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*/
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*/
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blockingBlocks: NodeMaterialBlock[];
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blockingBlocks: NodeMaterialBlock[];
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@@ -53187,6 +53214,7 @@ declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
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search: RegExp;
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search: RegExp;
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replace: string;
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replace: string;
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}[];
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}[];
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+ repeatKey?: string;
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}): string;
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}): string;
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/** @hidden */
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/** @hidden */
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_emitFunctionFromInclude(includeName: string, comments: string, options?: {
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_emitFunctionFromInclude(includeName: string, comments: string, options?: {
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@@ -53674,6 +53702,13 @@ declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
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}): this | undefined;
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}): this | undefined;
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protected _buildBlock(state: NodeMaterialBuildState): void;
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protected _buildBlock(state: NodeMaterialBuildState): void;
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/**
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/**
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+ * Add uniforms, samplers and uniform buffers at compilation time
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+ * @param state defines the state to update
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+ * @param nodeMaterial defines the node material requesting the update
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+ * @param defines defines the material defines to update
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+ */
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+ updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
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+ /**
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* Add potential fallbacks if shader compilation fails
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* Add potential fallbacks if shader compilation fails
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* @param mesh defines the mesh to be rendered
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* @param mesh defines the mesh to be rendered
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* @param fallbacks defines the current prioritized list of fallbacks
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* @param fallbacks defines the current prioritized list of fallbacks
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@@ -53845,6 +53880,12 @@ declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
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wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
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wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
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private _getTypeLength;
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private _getTypeLength;
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/**
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/**
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+ * Gets an boolean indicating if the current point can be connected to another point
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+ * @param connectionPoint defines the other connection point
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+ * @returns true if the connection is possible
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+ */
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+ canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
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+ /**
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* Connect this point to another connection point
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* Connect this point to another connection point
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* @param connectionPoint defines the other connection point
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* @param connectionPoint defines the other connection point
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* @returns the current connection point
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* @returns the current connection point
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@@ -54407,7 +54448,8 @@ declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
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*/
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*/
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readonly worldNormal: NodeMaterialConnectionPoint;
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readonly worldNormal: NodeMaterialConnectionPoint;
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/**
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/**
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- * Gets the light input component
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+ * Gets the light input component.
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+ * If not defined, all lights will be considered
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*/
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*/
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readonly light: NodeMaterialConnectionPoint;
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readonly light: NodeMaterialConnectionPoint;
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/**
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/**
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@@ -54424,6 +54466,7 @@ declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
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readonly specularOutput: NodeMaterialConnectionPoint;
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readonly specularOutput: NodeMaterialConnectionPoint;
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autoConfigure(): void;
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autoConfigure(): void;
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prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
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prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
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+ updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
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bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
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bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
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private _injectVertexCode;
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private _injectVertexCode;
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protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
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protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
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@@ -67359,6 +67402,10 @@ declare module BABYLON {
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private _eventState;
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private _eventState;
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private _onObserverAdded;
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private _onObserverAdded;
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/**
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/**
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+ * Gets the list of observers
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+ */
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+ readonly observers: Array<Observer<T>>;
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+ /**
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* Creates a new observable
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* Creates a new observable
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* @param onObserverAdded defines a callback to call when a new observer is added
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* @param onObserverAdded defines a callback to call when a new observer is added
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*/
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*/
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@@ -73014,7 +73061,7 @@ declare module BABYLON {
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private _useTextureToStoreBoneMatrices;
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private _useTextureToStoreBoneMatrices;
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/**
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/**
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* Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
|
|
* Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
|
|
- * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
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|
|
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+ * Please note that this option is not available if the hardware does not support it
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|
*/
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*/
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useTextureToStoreBoneMatrices: boolean;
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useTextureToStoreBoneMatrices: boolean;
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private _animationPropertiesOverride;
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private _animationPropertiesOverride;
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@@ -73068,9 +73115,10 @@ declare module BABYLON {
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getTransformMatrices(mesh: AbstractMesh): Float32Array;
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getTransformMatrices(mesh: AbstractMesh): Float32Array;
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/**
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/**
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* Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
|
|
* Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
|
|
|
|
+ * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
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|
* @returns a raw texture containing the data
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|
* @returns a raw texture containing the data
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|
*/
|
|
*/
|
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- getTransformMatrixTexture(): Nullable<RawTexture>;
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|
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|
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+ getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
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/**
|
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/**
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* Gets the current hosting scene
|
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* Gets the current hosting scene
|
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* @returns a scene object
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* @returns a scene object
|
|
@@ -73344,6 +73392,18 @@ declare module BABYLON {
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|
private _uniqueId;
|
|
private _uniqueId;
|
|
private _tempInfluences;
|
|
private _tempInfluences;
|
|
/**
|
|
/**
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|
|
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+ * Gets or sets a boolean indicating if normals must be morphed
|
|
|
|
+ */
|
|
|
|
+ enableNormalMorphing: boolean;
|
|
|
|
+ /**
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|
|
|
+ * Gets or sets a boolean indicating if tangents must be morphed
|
|
|
|
+ */
|
|
|
|
+ enableTangentMorphing: boolean;
|
|
|
|
+ /**
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|
|
|
+ * Gets or sets a boolean indicating if UV must be morphed
|
|
|
|
+ */
|
|
|
|
+ enableUVMorphing: boolean;
|
|
|
|
+ /**
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|
* Creates a new MorphTargetManager
|
|
* Creates a new MorphTargetManager
|
|
* @param scene defines the current scene
|
|
* @param scene defines the current scene
|
|
*/
|
|
*/
|
|
@@ -87795,6 +87855,8 @@ declare module BABYLON {
|
|
};
|
|
};
|
|
/** @hidden */
|
|
/** @hidden */
|
|
_bonesTransformMatrices: Nullable<Float32Array>;
|
|
_bonesTransformMatrices: Nullable<Float32Array>;
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|
|
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+ /** @hidden */
|
|
|
|
+ _transformMatrixTexture: Nullable<RawTexture>;
|
|
/**
|
|
/**
|
|
* Gets or sets a skeleton to apply skining transformations
|
|
* Gets or sets a skeleton to apply skining transformations
|
|
* @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
|
|
* @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
|
|
@@ -97306,6 +97368,10 @@ declare module BABYLON {
|
|
* Defines an optional offset (in seconds) inside the sound file
|
|
* Defines an optional offset (in seconds) inside the sound file
|
|
*/
|
|
*/
|
|
offset?: number;
|
|
offset?: number;
|
|
|
|
+ /**
|
|
|
|
+ * If true, URLs will not be required to state the audio file codec to use.
|
|
|
|
+ */
|
|
|
|
+ skipCodecCheck?: boolean;
|
|
}
|
|
}
|
|
/**
|
|
/**
|
|
* Defines a sound that can be played in the application.
|
|
* Defines a sound that can be played in the application.
|
|
@@ -99237,6 +99303,10 @@ declare module BABYLON {
|
|
*/
|
|
*/
|
|
enabled: boolean;
|
|
enabled: boolean;
|
|
/**
|
|
/**
|
|
|
|
+ * If pointer events should start and release the drag (Default: true)
|
|
|
|
+ */
|
|
|
|
+ startAndReleaseDragOnPointerEvents: boolean;
|
|
|
|
+ /**
|
|
* If camera controls should be detached during the drag
|
|
* If camera controls should be detached during the drag
|
|
*/
|
|
*/
|
|
detachCameraControls: boolean;
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detachCameraControls: boolean;
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@@ -104569,15 +104639,11 @@ declare module BABYLON {
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static InspectorURL: string;
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static InspectorURL: string;
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private _scene;
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private _scene;
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private BJSINSPECTOR;
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private BJSINSPECTOR;
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+ private _onPropertyChangedObservable?;
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/**
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/**
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* Observable triggered when a property is changed through the inspector.
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* Observable triggered when a property is changed through the inspector.
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*/
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*/
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- onPropertyChangedObservable: Observable<{
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- object: any;
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- property: string;
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- value: any;
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- initialValue: any;
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- }>;
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+ readonly onPropertyChangedObservable: any;
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/**
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/**
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* Instantiates a new debug layer.
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* Instantiates a new debug layer.
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* The debug layer (aka Inspector) is the go to tool in order to better understand
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* The debug layer (aka Inspector) is the go to tool in order to better understand
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@@ -109490,9 +109556,9 @@ declare module BABYLON {
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/**
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/**
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* Let user defines the brdf lookup texture used for IBL.
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* Let user defines the brdf lookup texture used for IBL.
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* A default 8bit version is embedded but you could point at :
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* A default 8bit version is embedded but you could point at :
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- * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.png
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+ * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
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* * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
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* * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
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- * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
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+ * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
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* * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
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* * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
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*/
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*/
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environmentBRDFTexture: Nullable<BaseTexture>;
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environmentBRDFTexture: Nullable<BaseTexture>;
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@@ -110512,7 +110578,7 @@ declare module BABYLON {
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/**
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/**
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* Gets the rendering group id the layer should render in.
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* Gets the rendering group id the layer should render in.
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*/
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*/
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- readonly renderingGroupId: number;
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+ renderingGroupId: number;
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/**
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/**
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* An event triggered when the effect layer has been disposed.
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* An event triggered when the effect layer has been disposed.
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*/
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*/
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@@ -113811,6 +113877,10 @@ declare module BABYLON {
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*/
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*/
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repeatableContentBlocks: NodeMaterialBlock[];
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repeatableContentBlocks: NodeMaterialBlock[];
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/**
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/**
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+ * List of blocks that can provide a dynamic list of uniforms
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+ */
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+ dynamicUniformBlocks: NodeMaterialBlock[];
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+ /**
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* List of blocks that can block the isReady function for the material
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* List of blocks that can block the isReady function for the material
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*/
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*/
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blockingBlocks: NodeMaterialBlock[];
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blockingBlocks: NodeMaterialBlock[];
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@@ -113934,6 +114004,7 @@ declare module BABYLON {
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search: RegExp;
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search: RegExp;
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replace: string;
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replace: string;
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}[];
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}[];
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+ repeatKey?: string;
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}): string;
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}): string;
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/** @hidden */
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/** @hidden */
|
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_emitFunctionFromInclude(includeName: string, comments: string, options?: {
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_emitFunctionFromInclude(includeName: string, comments: string, options?: {
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@@ -114389,6 +114460,13 @@ declare module BABYLON {
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}): this | undefined;
|
|
}): this | undefined;
|
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protected _buildBlock(state: NodeMaterialBuildState): void;
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protected _buildBlock(state: NodeMaterialBuildState): void;
|
|
/**
|
|
/**
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|
|
+ * Add uniforms, samplers and uniform buffers at compilation time
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+ * @param state defines the state to update
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+ * @param nodeMaterial defines the node material requesting the update
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+ * @param defines defines the material defines to update
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+ */
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|
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+ updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
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|
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+ /**
|
|
* Add potential fallbacks if shader compilation fails
|
|
* Add potential fallbacks if shader compilation fails
|
|
* @param mesh defines the mesh to be rendered
|
|
* @param mesh defines the mesh to be rendered
|
|
* @param fallbacks defines the current prioritized list of fallbacks
|
|
* @param fallbacks defines the current prioritized list of fallbacks
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|
@@ -114552,6 +114630,12 @@ declare module BABYLON {
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wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
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wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
|
|
private _getTypeLength;
|
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private _getTypeLength;
|
|
/**
|
|
/**
|
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|
|
+ * Gets an boolean indicating if the current point can be connected to another point
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|
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+ * @param connectionPoint defines the other connection point
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+ * @returns true if the connection is possible
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+ */
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|
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+ canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
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|
|
+ /**
|
|
* Connect this point to another connection point
|
|
* Connect this point to another connection point
|
|
* @param connectionPoint defines the other connection point
|
|
* @param connectionPoint defines the other connection point
|
|
* @returns the current connection point
|
|
* @returns the current connection point
|
|
@@ -115038,7 +115122,8 @@ declare module BABYLON {
|
|
*/
|
|
*/
|
|
readonly worldNormal: NodeMaterialConnectionPoint;
|
|
readonly worldNormal: NodeMaterialConnectionPoint;
|
|
/**
|
|
/**
|
|
- * Gets the light input component
|
|
|
|
|
|
+ * Gets the light input component.
|
|
|
|
+ * If not defined, all lights will be considered
|
|
*/
|
|
*/
|
|
readonly light: NodeMaterialConnectionPoint;
|
|
readonly light: NodeMaterialConnectionPoint;
|
|
/**
|
|
/**
|
|
@@ -115055,6 +115140,7 @@ declare module BABYLON {
|
|
readonly specularOutput: NodeMaterialConnectionPoint;
|
|
readonly specularOutput: NodeMaterialConnectionPoint;
|
|
autoConfigure(): void;
|
|
autoConfigure(): void;
|
|
prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
|
|
prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
|
|
|
|
+ updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
|
|
bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
|
|
bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
|
|
private _injectVertexCode;
|
|
private _injectVertexCode;
|
|
protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
|
|
protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
|