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@@ -215,7 +215,7 @@ declare module BABYLON {
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/** Unregisters an on pick trigger click action */
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/** Unregisters an on pick trigger click action */
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static UnregisterClickAction(mesh: BABYLON.AbstractMesh, action: BABYLON.IAction): boolean;
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static UnregisterClickAction(mesh: BABYLON.AbstractMesh, action: BABYLON.IAction): boolean;
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/** Starts a targeted float animation for tweening. */
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/** Starts a targeted float animation for tweening. */
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- static StartTweenAnimation(scene: BABYLON.Scene, name: string, targetObject: any, targetProperty: string, startValue: number, endValue: number, speedRatio?: number, frameRate?: number, loopMode?: number, easingFunction?: BABYLON.EasingFunction, onAnimationComplete?: () => void): BABYLON.Animatable;
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+ static StartTweenAnimation(scene: BABYLON.Scene, name: string, targetObject: any, targetProperty: string, startValue: number, endValue: number, defaultSpeedRatio?: number, defaultFrameRate?: number, defaultLoopMode?: number, defaultEasingFunction?: BABYLON.EasingFunction, onAnimationComplete?: () => void): BABYLON.Animatable;
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/** Get first material with name. (Uses starts with text searching) */
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/** Get first material with name. (Uses starts with text searching) */
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static GetMaterialWithName(scene: BABYLON.Scene, name: string): BABYLON.Material;
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static GetMaterialWithName(scene: BABYLON.Scene, name: string): BABYLON.Material;
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/** Get all materials with name. (Uses starts with text searching) */
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/** Get all materials with name. (Uses starts with text searching) */
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@@ -271,7 +271,7 @@ declare module BABYLON {
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/** Get ammo.js total memory heap size */
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/** Get ammo.js total memory heap size */
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static GetPhysicsHeapSize(): number;
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static GetPhysicsHeapSize(): number;
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/** Confiures ammo.js physcis engine advanced sweeping and collision detection options on the scene. */
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/** Confiures ammo.js physcis engine advanced sweeping and collision detection options on the scene. */
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- static ConfigurePhysicsEngine(scene: BABYLON.Scene, deltaWorldStep?: boolean, maxPhysicsStep?: number, maxWorldSweep?: number, ccdEnabled?: boolean, ccdPenetration?: number, gravityLevel?: BABYLON.Vector3): void;
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+ static ConfigurePhysicsEngine(scene: BABYLON.Scene, deltaWorldStep?: boolean, subTimeStep?: number, maxWorldSweep?: number, ccdEnabled?: boolean, ccdPenetration?: number, gravityLevel?: BABYLON.Vector3): void;
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/** Gets the current ammo.js physics world. */
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/** Gets the current ammo.js physics world. */
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static GetPhysicsEngine(scene: BABYLON.Scene): BABYLON.IPhysicsEngine;
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static GetPhysicsEngine(scene: BABYLON.Scene): BABYLON.IPhysicsEngine;
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/** Gets the current ammo.js physics world. */
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/** Gets the current ammo.js physics world. */
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@@ -630,6 +630,7 @@ declare module BABYLON {
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private _update;
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private _update;
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private _late;
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private _late;
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private _after;
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private _after;
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+ private _fixed;
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private _lateUpdate;
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private _lateUpdate;
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private _properties;
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private _properties;
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private _awoken;
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private _awoken;
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@@ -637,6 +638,8 @@ declare module BABYLON {
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private _scene;
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private _scene;
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private _transform;
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private _transform;
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private _registeredClassname;
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private _registeredClassname;
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+ private _lateUpdateObserver;
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+ private _fixedUpdateObserver;
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/** Gets the current scene object */
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/** Gets the current scene object */
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get scene(): BABYLON.Scene;
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get scene(): BABYLON.Scene;
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/** Gets the transform node entity */
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/** Gets the transform node entity */
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@@ -694,10 +697,6 @@ declare module BABYLON {
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registerOnClickAction(func: () => void): BABYLON.IAction;
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registerOnClickAction(func: () => void): BABYLON.IAction;
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/** Unregisters an on pick tricgger click action */
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/** Unregisters an on pick tricgger click action */
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unregisterOnClickAction(action: BABYLON.IAction): boolean;
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unregisterOnClickAction(action: BABYLON.IAction): boolean;
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- /** Register handler that is triggered after each physics fixed update step */
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- registerOnFixedUpdate(func: (impostor: BABYLON.PhysicsImpostor) => void): boolean;
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- /** Unregister observer that is triggered after each physics fixed update step */
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- unregisterOnFixedUpdate(func: (impostor: BABYLON.PhysicsImpostor) => void): boolean;
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/** Register handler that is triggered when the a volume has entered */
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/** Register handler that is triggered when the a volume has entered */
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onTriggerEnterObservable: Observable<AbstractMesh>;
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onTriggerEnterObservable: Observable<AbstractMesh>;
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/** Register handler that is triggered when the a volume contact is active */
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/** Register handler that is triggered when the a volume contact is active */
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@@ -718,6 +717,7 @@ declare module BABYLON {
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private static UpdateInstance;
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private static UpdateInstance;
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private static LateInstance;
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private static LateInstance;
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private static AfterInstance;
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private static AfterInstance;
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+ private static FixedInstance;
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private static DestroyInstance;
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private static DestroyInstance;
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private static ParseAutoProperties;
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private static ParseAutoProperties;
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private static UnpackObjectProperty;
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private static UnpackObjectProperty;
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@@ -1690,7 +1690,6 @@ declare module BABYLON {
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private static FPS;
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private static FPS;
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private static TIME;
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private static TIME;
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private static EXIT;
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private static EXIT;
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- private static MOTION;
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private _frametime;
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private _frametime;
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private _layercount;
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private _layercount;
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private _updatemode;
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private _updatemode;
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@@ -1720,6 +1719,7 @@ declare module BABYLON {
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private _rootMotionScaling;
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private _rootMotionScaling;
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private _rootMotionRotation;
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private _rootMotionRotation;
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private _rootMotionPosition;
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private _rootMotionPosition;
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+ private _rootMotionVelocity;
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private _lastMotionRotation;
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private _lastMotionRotation;
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private _lastMotionPosition;
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private _lastMotionPosition;
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private _quatRotationDiff;
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private _quatRotationDiff;
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@@ -1739,13 +1739,21 @@ declare module BABYLON {
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private _triggers;
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private _triggers;
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private _parameters;
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private _parameters;
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speedRatio: number;
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speedRatio: number;
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+ updatePosition: boolean;
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+ updateRotation: boolean;
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applyRootMotion: boolean;
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applyRootMotion: boolean;
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enableAnimation: boolean;
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enableAnimation: boolean;
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+ moveWithCollisions: boolean;
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hasRootMotion(): boolean;
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hasRootMotion(): boolean;
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getAnimationTime(): number;
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getAnimationTime(): number;
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+ getRootPosition(): BABYLON.Vector3;
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+ getRootRotation(): BABYLON.Quaternion;
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getDeltaPosition(): BABYLON.Vector3;
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getDeltaPosition(): BABYLON.Vector3;
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getDeltaRotation(): BABYLON.Quaternion;
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getDeltaRotation(): BABYLON.Quaternion;
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getRuntimeController(): string;
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getRuntimeController(): string;
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+ protected m_rootTransform: BABYLON.TransformNode;
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+ protected m_rigidbodyPhysics: BABYLON.RigidbodyPhysics;
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+ protected m_characterController: BABYLON.CharacterController;
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protected m_avatarMask: Map<string, number>;
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protected m_avatarMask: Map<string, number>;
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protected m_defaultGroup: BABYLON.AnimationGroup;
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protected m_defaultGroup: BABYLON.AnimationGroup;
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protected m_animationTargets: BABYLON.TargetedAnimation[];
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protected m_animationTargets: BABYLON.TargetedAnimation[];
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@@ -1778,9 +1786,12 @@ declare module BABYLON {
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getAnimationGroup(name: string): BABYLON.AnimationGroup;
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getAnimationGroup(name: string): BABYLON.AnimationGroup;
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getAnimationGroups(): Map<string, BABYLON.AnimationGroup>;
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getAnimationGroups(): Map<string, BABYLON.AnimationGroup>;
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setAnimationGroups(groups: BABYLON.AnimationGroup[], remapTargets?: boolean): void;
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setAnimationGroups(groups: BABYLON.AnimationGroup[], remapTargets?: boolean): void;
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- getRootMotionAngle(): number;
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+ setRootTransform(transform: BABYLON.TransformNode): void;
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+ getRootTransform(): BABYLON.TransformNode;
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+ getRigidbodyPhysics(): BABYLON.RigidbodyPhysics;
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+ getCharacterController(): BABYLON.CharacterController;
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getRootMotionSpeed(): number;
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getRootMotionSpeed(): number;
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- getForwardMoveSpeed(absolute?: boolean): number;
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+ getRootMotionAngle(): number;
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private awakeStateMachine;
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private awakeStateMachine;
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private lateStateMachine;
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private lateStateMachine;
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private destroyStateMachine;
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private destroyStateMachine;
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@@ -2319,7 +2330,6 @@ declare module BABYLON {
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getAgentIndex(): number;
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getAgentIndex(): number;
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getAgentOffset(): number;
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getAgentOffset(): number;
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getTargetDistance(): number;
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getTargetDistance(): number;
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- getCurrentWaypoint(): BABYLON.Vector3;
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getCurrentPosition(): BABYLON.Vector3;
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getCurrentPosition(): BABYLON.Vector3;
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getCurrentRotation(): BABYLON.Quaternion;
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getCurrentRotation(): BABYLON.Quaternion;
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getCurrentVelocity(): BABYLON.Vector3;
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getCurrentVelocity(): BABYLON.Vector3;
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@@ -2535,6 +2545,7 @@ declare module BABYLON {
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private _isKinematic;
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private _isKinematic;
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private _maxCollisions;
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private _maxCollisions;
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private _isPhysicsReady;
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private _isPhysicsReady;
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+ private _collisionObject;
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private _centerOfMass;
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private _centerOfMass;
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private _tmpLinearFactor;
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private _tmpLinearFactor;
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private _tmpAngularFactor;
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private _tmpAngularFactor;
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@@ -2589,12 +2600,14 @@ declare module BABYLON {
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getAngularVelocity(): BABYLON.Nullable<BABYLON.Vector3>;
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getAngularVelocity(): BABYLON.Nullable<BABYLON.Vector3>;
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/** Sets entity angular velocity using physics impostor. */
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/** Sets entity angular velocity using physics impostor. */
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setAngularVelocity(velocity: BABYLON.Vector3): void;
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setAngularVelocity(velocity: BABYLON.Vector3): void;
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+ /** sets the native physics world transform object using physics impostor body. (Advanved Use Only) */
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/** Gets the native physics world transform object using physics impostor body. (Advanved Use Only) */
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/** Gets the native physics world transform object using physics impostor body. (Advanved Use Only) */
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- getWorldTransform(): any;
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+ /** Sets the entity world transform position using physics impostor body. (Advanved Use Only) */
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+ /** Gets the entity world transform position using physics impostor body. (Advanved Use Only) */
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/** Gets the entity world transform position using physics impostor body. (Advanved Use Only) */
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/** Gets the entity world transform position using physics impostor body. (Advanved Use Only) */
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- getTransformPositionToRef(result: BABYLON.Vector3): void;
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+ /** Sets the entity world transform position using physics impostor body. (Advanved Use Only) */
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+ /** Gets the entity world transform rotation using physics impostor body. (Advanved Use Only) */
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/** Gets the entity world transform rotation using physics impostor body. (Advanved Use Only) */
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/** Gets the entity world transform rotation using physics impostor body. (Advanved Use Only) */
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- getTransformRotationToRef(result: BABYLON.Quaternion): void;
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clearForces(): void;
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clearForces(): void;
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applyTorque(torque: BABYLON.Vector3): void;
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applyTorque(torque: BABYLON.Vector3): void;
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applyLocalTorque(torque: BABYLON.Vector3): void;
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applyLocalTorque(torque: BABYLON.Vector3): void;
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