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@@ -11698,6 +11698,8 @@ declare module "babylonjs/Materials/Textures/rawTexture" {
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import { Scene } from "babylonjs/scene";
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import { Texture } from "babylonjs/Materials/Textures/texture";
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import "babylonjs/Engines/Extensions/engine.rawTexture";
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+ import { Nullable } from "babylonjs/types";
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+ import { ThinEngine } from "babylonjs/Engines/thinEngine";
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/**
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* Raw texture can help creating a texture directly from an array of data.
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* This can be super useful if you either get the data from an uncompressed source or
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@@ -11717,7 +11719,7 @@ declare module "babylonjs/Materials/Textures/rawTexture" {
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* @param width define the width of the texture
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* @param height define the height of the texture
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* @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
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- * @param scene define the scene the texture belongs to
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+ * @param sceneOrEngine defines the scene or engine the texture will belong to
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* @param generateMipMaps define whether mip maps should be generated or not
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* @param invertY define if the data should be flipped on Y when uploaded to the GPU
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* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
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@@ -11727,7 +11729,7 @@ declare module "babylonjs/Materials/Textures/rawTexture" {
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/**
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* Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
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*/
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- format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
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+ format: number, sceneOrEngine: Nullable<Scene | ThinEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
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/**
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* Updates the texture underlying data.
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* @param data Define the new data of the texture
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@@ -11738,76 +11740,76 @@ declare module "babylonjs/Materials/Textures/rawTexture" {
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* @param data Define the texture data
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* @param width Define the width of the texture
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* @param height Define the height of the texture
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- * @param scene Define the scene the texture belongs to
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+ * @param sceneOrEngine defines the scene or engine the texture will belong to
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* @param generateMipMaps Define whether or not to create mip maps for the texture
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* @param invertY define if the data should be flipped on Y when uploaded to the GPU
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* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
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* @returns the luminance texture
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*/
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- static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
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+ static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, sceneOrEngine: Nullable<Scene | ThinEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
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/**
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* Creates a luminance alpha texture from some data.
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* @param data Define the texture data
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* @param width Define the width of the texture
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* @param height Define the height of the texture
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- * @param scene Define the scene the texture belongs to
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+ * @param sceneOrEngine defines the scene or engine the texture will belong to
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* @param generateMipMaps Define whether or not to create mip maps for the texture
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* @param invertY define if the data should be flipped on Y when uploaded to the GPU
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* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
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* @returns the luminance alpha texture
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*/
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- static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
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+ static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, sceneOrEngine: Nullable<Scene | ThinEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
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/**
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* Creates an alpha texture from some data.
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* @param data Define the texture data
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* @param width Define the width of the texture
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* @param height Define the height of the texture
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- * @param scene Define the scene the texture belongs to
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+ * @param sceneOrEngine defines the scene or engine the texture will belong to
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* @param generateMipMaps Define whether or not to create mip maps for the texture
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* @param invertY define if the data should be flipped on Y when uploaded to the GPU
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* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
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* @returns the alpha texture
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*/
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- static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
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+ static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, sceneOrEngine: Nullable<Scene | ThinEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
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/**
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* Creates a RGB texture from some data.
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* @param data Define the texture data
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* @param width Define the width of the texture
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* @param height Define the height of the texture
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- * @param scene Define the scene the texture belongs to
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+ * @param sceneOrEngine defines the scene or engine the texture will belong to
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* @param generateMipMaps Define whether or not to create mip maps for the texture
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* @param invertY define if the data should be flipped on Y when uploaded to the GPU
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* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
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* @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
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* @returns the RGB alpha texture
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*/
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- static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
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+ static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, sceneOrEngine: Nullable<Scene | ThinEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
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/**
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* Creates a RGBA texture from some data.
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* @param data Define the texture data
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* @param width Define the width of the texture
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* @param height Define the height of the texture
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- * @param scene Define the scene the texture belongs to
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+ * @param sceneOrEngine defines the scene or engine the texture will belong to
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* @param generateMipMaps Define whether or not to create mip maps for the texture
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* @param invertY define if the data should be flipped on Y when uploaded to the GPU
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* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
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* @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
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* @returns the RGBA texture
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*/
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- static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
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+ static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, sceneOrEngine: Nullable<Scene | ThinEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
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/**
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* Creates a R texture from some data.
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* @param data Define the texture data
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* @param width Define the width of the texture
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* @param height Define the height of the texture
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- * @param scene Define the scene the texture belongs to
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+ * @param sceneOrEngine defines the scene or engine the texture will belong to
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* @param generateMipMaps Define whether or not to create mip maps for the texture
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* @param invertY define if the data should be flipped on Y when uploaded to the GPU
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* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
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* @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
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* @returns the R texture
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*/
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- static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
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+ static CreateRTexture(data: ArrayBufferView, width: number, height: number, sceneOrEngine: Nullable<Scene | ThinEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
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}
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}
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declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
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@@ -12099,12 +12101,13 @@ declare module "babylonjs/Particles/baseParticleSystem" {
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import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
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import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
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import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
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- import { Scene } from "babylonjs/scene";
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import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
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import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
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import { Texture } from "babylonjs/Materials/Textures/texture";
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import { Color4 } from "babylonjs/Maths/math.color";
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+ import { ThinEngine } from "babylonjs/Engines/thinEngine";
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import { Animation } from "babylonjs/Animations/animation";
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+ import { Scene } from "babylonjs/scene";
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/**
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* This represents the base class for particle system in Babylon.
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* Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
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@@ -12336,7 +12339,7 @@ declare module "babylonjs/Particles/baseParticleSystem" {
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* Get hosting scene
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* @returns the scene
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*/
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- getScene(): Scene;
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+ getScene(): Nullable<Scene>;
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/**
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* You can use gravity if you want to give an orientation to your particles.
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*/
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@@ -12487,7 +12490,11 @@ declare module "babylonjs/Particles/baseParticleSystem" {
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/**
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* The scene the particle system belongs to.
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*/
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- protected _scene: Scene;
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+ protected _scene: Nullable<Scene>;
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+ /**
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+ * The engine the particle system belongs to.
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+ */
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+ protected _engine: ThinEngine;
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/**
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* Local cache of defines for image processing.
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*/
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@@ -12495,17 +12502,17 @@ declare module "babylonjs/Particles/baseParticleSystem" {
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/**
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* Default configuration related to image processing available in the standard Material.
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*/
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- protected _imageProcessingConfiguration: ImageProcessingConfiguration;
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+ protected _imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
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/**
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* Gets the image processing configuration used either in this material.
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*/
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- get imageProcessingConfiguration(): ImageProcessingConfiguration;
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+ get imageProcessingConfiguration(): Nullable<ImageProcessingConfiguration>;
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/**
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* Sets the Default image processing configuration used either in the this material.
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*
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* If sets to null, the scene one is in use.
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*/
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- set imageProcessingConfiguration(value: ImageProcessingConfiguration);
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+ set imageProcessingConfiguration(value: Nullable<ImageProcessingConfiguration>);
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/**
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* Attaches a new image processing configuration to the Standard Material.
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* @param configuration
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@@ -12588,6 +12595,7 @@ declare module "babylonjs/Particles/baseParticleSystem" {
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}
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}
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declare module "babylonjs/Particles/subEmitter" {
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+ import { ThinEngine } from "babylonjs/Engines/thinEngine";
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import { Scene } from "babylonjs/scene";
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import { ParticleSystem } from "babylonjs/Particles/particleSystem";
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/**
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@@ -12644,15 +12652,15 @@ declare module "babylonjs/Particles/subEmitter" {
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*/
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serialize(): any;
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/** @hidden */
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- static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
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+ static _ParseParticleSystem(system: any, sceneOrEngine: Scene | ThinEngine, rootUrl: string): ParticleSystem;
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/**
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* Creates a new SubEmitter from a serialized JSON version
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* @param serializationObject defines the JSON object to read from
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- * @param scene defines the hosting scene
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+ * @param sceneOrEngine defines the hosting scene or the hosting engine
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* @param rootUrl defines the rootUrl for data loading
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* @returns a new SubEmitter
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*/
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- static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
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+ static Parse(serializationObject: any, sceneOrEngine: Scene | ThinEngine, rootUrl: string): SubEmitter;
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/** Release associated resources */
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dispose(): void;
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}
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@@ -12698,7 +12706,7 @@ declare module "babylonjs/Particles/particleSystem" {
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import { Observable } from "babylonjs/Misc/observable";
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import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
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import { Effect } from "babylonjs/Materials/effect";
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- import { Scene, IDisposable } from "babylonjs/scene";
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+ import { IDisposable } from "babylonjs/scene";
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import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
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import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
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import { Particle } from "babylonjs/Particles/particle";
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@@ -12707,6 +12715,8 @@ declare module "babylonjs/Particles/particleSystem" {
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import "babylonjs/Shaders/particles.fragment";
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import "babylonjs/Shaders/particles.vertex";
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import { Color4, Color3 } from "babylonjs/Maths/math.color";
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+ import { ThinEngine } from "babylonjs/Engines/thinEngine";
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+ import { Scene } from "babylonjs/scene";
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/**
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* This represents a particle system in Babylon.
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* Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
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@@ -12796,6 +12806,8 @@ declare module "babylonjs/Particles/particleSystem" {
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private readonly _rawTextureWidth;
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private _rampGradientsTexture;
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private _useRampGradients;
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+ /** Gets or sets a matrix to use to compute projection */
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+ defaultProjectionMatrix: Matrix;
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/** Gets or sets a boolean indicating that ramp gradients must be used
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* @see https://doc.babylonjs.com/babylon101/particles#ramp-gradients
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*/
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@@ -12867,12 +12879,12 @@ declare module "babylonjs/Particles/particleSystem" {
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* Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
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* @param name The name of the particle system
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* @param capacity The max number of particles alive at the same time
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- * @param scene The scene the particle system belongs to
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+ * @param sceneOrEngine The scene the particle system belongs to or the engine to use if no scene
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* @param customEffect a custom effect used to change the way particles are rendered by default
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* @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
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* @param epsilon Offset used to render the particles
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*/
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- constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
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+ constructor(name: string, capacity: number, sceneOrEngine: Scene | ThinEngine, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
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private _addFactorGradient;
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private _removeFactorGradient;
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/**
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@@ -13162,16 +13174,16 @@ declare module "babylonjs/Particles/particleSystem" {
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/** @hidden */
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static _Serialize(serializationObject: any, particleSystem: IParticleSystem, serializeTexture: boolean): void;
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/** @hidden */
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- static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
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+ static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, sceneOrEngine: Scene | ThinEngine, rootUrl: string): void;
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/**
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* Parses a JSON object to create a particle system.
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* @param parsedParticleSystem The JSON object to parse
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- * @param scene The scene to create the particle system in
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+ * @param sceneOrEngine The scene or the engine to create the particle system in
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* @param rootUrl The root url to use to load external dependencies like texture
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* @param doNotStart Ignore the preventAutoStart attribute and does not start
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* @returns the Parsed particle system
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*/
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- static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
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+ static Parse(parsedParticleSystem: any, sceneOrEngine: Scene | ThinEngine, rootUrl: string, doNotStart?: boolean): ParticleSystem;
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}
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}
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declare module "babylonjs/Particles/particle" {
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@@ -13326,7 +13338,8 @@ declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
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import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
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import { Effect } from "babylonjs/Materials/effect";
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import { Particle } from "babylonjs/Particles/particle";
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- import { Scene } from "babylonjs/scene";
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+ import { Nullable } from "babylonjs/types";
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+ import { Scene } from "babylonjs/scene";
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/**
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* Particle emitter represents a volume emitting particles.
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* This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
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@@ -13378,7 +13391,7 @@ declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
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* @param serializationObject defines the JSON object
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* @param scene defines the hosting scene
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*/
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- parse(serializationObject: any, scene: Scene): void;
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+ parse(serializationObject: any, scene: Nullable<Scene>): void;
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}
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}
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declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
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@@ -14191,7 +14204,7 @@ declare module "babylonjs/Particles/EmitterTypes/meshParticleEmitter" {
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* @param serializationObject defines the JSON object
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* @param scene defines the hosting scene
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*/
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- parse(serializationObject: any, scene: Scene): void;
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+ parse(serializationObject: any, scene: Nullable<Scene>): void;
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}
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}
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declare module "babylonjs/Particles/EmitterTypes/index" {
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@@ -14207,17 +14220,16 @@ declare module "babylonjs/Particles/EmitterTypes/index" {
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}
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declare module "babylonjs/Particles/IParticleSystem" {
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import { Nullable } from "babylonjs/types";
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- import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
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+ import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
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import { Color3, Color4 } from "babylonjs/Maths/math.color";
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- import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
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import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
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- import { Texture } from "babylonjs/Materials/Textures/texture";
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import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
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import { Scene } from "babylonjs/scene";
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import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
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import { Effect } from "babylonjs/Materials/effect";
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import { Observable } from "babylonjs/Misc/observable";
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import { Animation } from "babylonjs/Animations/animation";
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+ import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
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/**
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* Interface representing a particle system in Babylon.js.
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* This groups the common functionalities that needs to be implemented in order to create a particle system.
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@@ -14263,7 +14275,7 @@ declare module "babylonjs/Particles/IParticleSystem" {
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/**
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* The texture used to render each particle. (this can be a spritesheet)
|
|
|
*/
|
|
|
- particleTexture: Nullable<Texture>;
|
|
|
+ particleTexture: Nullable<BaseTexture>;
|
|
|
/**
|
|
|
* Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
|
|
|
*/
|
|
@@ -14430,6 +14442,8 @@ declare module "babylonjs/Particles/IParticleSystem" {
|
|
|
isLocal: boolean;
|
|
|
/** Snippet ID if the particle system was created from the snippet server */
|
|
|
snippetId: string;
|
|
|
+ /** Gets or sets a matrix to use to compute projection */
|
|
|
+ defaultProjectionMatrix: Matrix;
|
|
|
/**
|
|
|
* Gets the maximum number of particles active at the same time.
|
|
|
* @returns The max number of active particles.
|
|
@@ -14842,7 +14856,7 @@ declare module "babylonjs/Particles/IParticleSystem" {
|
|
|
* Get hosting scene
|
|
|
* @returns the scene
|
|
|
*/
|
|
|
- getScene(): Scene;
|
|
|
+ getScene(): Nullable<Scene>;
|
|
|
}
|
|
|
}
|
|
|
declare module "babylonjs/Meshes/transformNode" {
|
|
@@ -15395,6 +15409,7 @@ declare module "babylonjs/Bones/bone" {
|
|
|
private _skeleton;
|
|
|
private _localMatrix;
|
|
|
private _restPose;
|
|
|
+ private _bindPose;
|
|
|
private _baseMatrix;
|
|
|
private _absoluteTransform;
|
|
|
private _invertedAbsoluteTransform;
|
|
@@ -15481,6 +15496,16 @@ declare module "babylonjs/Bones/bone" {
|
|
|
*/
|
|
|
setRestPose(matrix: Matrix): void;
|
|
|
/**
|
|
|
+ * Gets the bind pose matrix
|
|
|
+ * @returns the bind pose matrix
|
|
|
+ */
|
|
|
+ getBindPose(): Matrix;
|
|
|
+ /**
|
|
|
+ * Sets the bind pose matrix
|
|
|
+ * @param matrix the local-space bind pose to set for this bone
|
|
|
+ */
|
|
|
+ setBindPose(matrix: Matrix): void;
|
|
|
+ /**
|
|
|
* Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
|
|
|
*/
|
|
|
getWorldMatrix(): Matrix;
|
|
@@ -35032,8 +35057,8 @@ declare module "babylonjs/Materials/Textures/baseTexture" {
|
|
|
* Define the current state of the loading sequence when in delayed load mode.
|
|
|
*/
|
|
|
delayLoadState: number;
|
|
|
- private _scene;
|
|
|
- private _engine;
|
|
|
+ protected _scene: Nullable<Scene>;
|
|
|
+ protected _engine: Nullable<ThinEngine>;
|
|
|
/** @hidden */
|
|
|
_texture: Nullable<InternalTexture>;
|
|
|
private _uid;
|
|
@@ -44152,6 +44177,7 @@ declare module "babylonjs/Cameras/arcRotateCamera" {
|
|
|
/**
|
|
|
* Defines the target point of the camera.
|
|
|
* The camera looks towards it form the radius distance.
|
|
|
+ * Please note that you can set the target to a mesh and thus the target will be copied from mesh.position
|
|
|
*/
|
|
|
get target(): Vector3;
|
|
|
set target(value: Vector3);
|
|
@@ -48580,10 +48606,12 @@ declare module "babylonjs/XR/webXRSessionManager" {
|
|
|
}
|
|
|
}
|
|
|
declare module "babylonjs/XR/webXRCamera" {
|
|
|
+ import { Vector3 } from "babylonjs/Maths/math.vector";
|
|
|
import { Scene } from "babylonjs/scene";
|
|
|
import { Camera } from "babylonjs/Cameras/camera";
|
|
|
import { FreeCamera } from "babylonjs/Cameras/freeCamera";
|
|
|
import { WebXRSessionManager } from "babylonjs/XR/webXRSessionManager";
|
|
|
+ import { Observable } from "babylonjs/Misc/observable";
|
|
|
/**
|
|
|
* WebXR Camera which holds the views for the xrSession
|
|
|
* @see https://doc.babylonjs.com/how_to/webxr_camera
|
|
@@ -48596,6 +48624,14 @@ declare module "babylonjs/XR/webXRCamera" {
|
|
|
private _xrInvPositionCache;
|
|
|
private _xrInvQuaternionCache;
|
|
|
/**
|
|
|
+ * Observable raised before camera teleportation
|
|
|
+ */
|
|
|
+ onBeforeCameraTeleport: Observable<Vector3>;
|
|
|
+ /**
|
|
|
+ * Observable raised after camera teleportation
|
|
|
+ */
|
|
|
+ onAfterCameraTeleport: Observable<Vector3>;
|
|
|
+ /**
|
|
|
* Should position compensation execute on first frame.
|
|
|
* This is used when copying the position from a native (non XR) camera
|
|
|
*/
|
|
@@ -52987,6 +53023,7 @@ declare module "babylonjs/Debug/skeletonViewer" {
|
|
|
private _obs;
|
|
|
/** The Utility Layer to render the gizmos in. */
|
|
|
private _utilityLayer;
|
|
|
+ private _boneIndices;
|
|
|
/** Gets the Scene. */
|
|
|
get scene(): Scene;
|
|
|
/** Gets the utilityLayer. */
|
|
@@ -53003,6 +53040,10 @@ declare module "babylonjs/Debug/skeletonViewer" {
|
|
|
get material(): StandardMaterial;
|
|
|
/** Sets the material */
|
|
|
set material(value: StandardMaterial);
|
|
|
+ /** Gets the material */
|
|
|
+ get displayMode(): number;
|
|
|
+ /** Sets the material */
|
|
|
+ set displayMode(value: number);
|
|
|
/**
|
|
|
* Creates a new SkeletonViewer
|
|
|
* @param skeleton defines the skeleton to render
|
|
@@ -53041,6 +53082,10 @@ declare module "babylonjs/Debug/skeletonViewer" {
|
|
|
private _buildSpheresAndSpurs;
|
|
|
/** Update the viewer to sync with current skeleton state, only used for the line display. */
|
|
|
private _displayLinesUpdate;
|
|
|
+ /** Changes the displayMode of the skeleton viewer
|
|
|
+ * @param mode The displayMode numerical value
|
|
|
+ */
|
|
|
+ changeDisplayMode(mode: number): void;
|
|
|
/** Release associated resources */
|
|
|
dispose(): void;
|
|
|
}
|
|
@@ -54548,6 +54593,7 @@ declare module "babylonjs/Engines/nativeEngine" {
|
|
|
private readonly _native;
|
|
|
/** Defines the invalid handle returned by bgfx when resource creation goes wrong */
|
|
|
private readonly INVALID_HANDLE;
|
|
|
+ private _boundBuffersVertexArray;
|
|
|
getHardwareScalingLevel(): number;
|
|
|
constructor();
|
|
|
dispose(): void;
|
|
@@ -54572,6 +54618,9 @@ declare module "babylonjs/Engines/nativeEngine" {
|
|
|
clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
|
|
|
createIndexBuffer(indices: IndicesArray, updateable?: boolean): NativeDataBuffer;
|
|
|
createVertexBuffer(data: DataArray, updateable?: boolean): NativeDataBuffer;
|
|
|
+ protected _recordVertexArrayObject(vertexArray: any, vertexBuffers: {
|
|
|
+ [key: string]: VertexBuffer;
|
|
|
+ }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): void;
|
|
|
bindBuffers(vertexBuffers: {
|
|
|
[key: string]: VertexBuffer;
|
|
|
}, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): void;
|
|
@@ -70569,13 +70618,16 @@ declare module "babylonjs/Particles/gpuParticleSystem" {
|
|
|
import { Nullable } from "babylonjs/types";
|
|
|
import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
|
|
|
import { Observable } from "babylonjs/Misc/observable";
|
|
|
+ import { Matrix } from "babylonjs/Maths/math.vector";
|
|
|
import { Color4, Color3 } from "babylonjs/Maths/math.color";
|
|
|
import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
|
|
|
import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
|
|
|
- import { Scene, IDisposable } from "babylonjs/scene";
|
|
|
+ import { IDisposable } from "babylonjs/scene";
|
|
|
import { Effect } from "babylonjs/Materials/effect";
|
|
|
import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
|
|
|
import { IAnimatable } from "babylonjs/Animations/animatable.interface";
|
|
|
+ import { ThinEngine } from "babylonjs/Engines/thinEngine";
|
|
|
+ import { Scene } from "babylonjs/scene";
|
|
|
import "babylonjs/Shaders/gpuUpdateParticles.fragment";
|
|
|
import "babylonjs/Shaders/gpuUpdateParticles.vertex";
|
|
|
import "babylonjs/Shaders/gpuRenderParticles.fragment";
|
|
@@ -70604,7 +70656,6 @@ declare module "babylonjs/Particles/gpuParticleSystem" {
|
|
|
private _targetIndex;
|
|
|
private _sourceBuffer;
|
|
|
private _targetBuffer;
|
|
|
- private _engine;
|
|
|
private _currentRenderId;
|
|
|
private _started;
|
|
|
private _stopped;
|
|
@@ -70645,6 +70696,8 @@ declare module "babylonjs/Particles/gpuParticleSystem" {
|
|
|
* Specifies if the particles are updated in emitter local space or world space.
|
|
|
*/
|
|
|
isLocal: boolean;
|
|
|
+ /** Gets or sets a matrix to use to compute projection */
|
|
|
+ defaultProjectionMatrix: Matrix;
|
|
|
/**
|
|
|
* Is this system ready to be used/rendered
|
|
|
* @return true if the system is ready
|
|
@@ -70901,14 +70954,14 @@ declare module "babylonjs/Particles/gpuParticleSystem" {
|
|
|
* Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
|
|
|
* @param name The name of the particle system
|
|
|
* @param options The options used to create the system
|
|
|
- * @param scene The scene the particle system belongs to
|
|
|
+ * @param sceneOrEngine The scene the particle system belongs to or the engine to use if no scene
|
|
|
* @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
|
|
|
* @param customEffect a custom effect used to change the way particles are rendered by default
|
|
|
*/
|
|
|
constructor(name: string, options: Partial<{
|
|
|
capacity: number;
|
|
|
randomTextureSize: number;
|
|
|
- }>, scene: Scene, isAnimationSheetEnabled?: boolean, customEffect?: Nullable<Effect>);
|
|
|
+ }>, sceneOrEngine: Scene | ThinEngine, isAnimationSheetEnabled?: boolean, customEffect?: Nullable<Effect>);
|
|
|
protected _reset(): void;
|
|
|
private _createUpdateVAO;
|
|
|
private _createRenderVAO;
|
|
@@ -70976,12 +71029,12 @@ declare module "babylonjs/Particles/gpuParticleSystem" {
|
|
|
/**
|
|
|
* Parses a JSON object to create a GPU particle system.
|
|
|
* @param parsedParticleSystem The JSON object to parse
|
|
|
- * @param scene The scene to create the particle system in
|
|
|
+ * @param sceneOrEngine The scene or the engine to create the particle system in
|
|
|
* @param rootUrl The root url to use to load external dependencies like texture
|
|
|
* @param doNotStart Ignore the preventAutoStart attribute and does not start
|
|
|
* @returns the parsed GPU particle system
|
|
|
*/
|
|
|
- static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
|
|
|
+ static Parse(parsedParticleSystem: any, sceneOrEngine: Scene | ThinEngine, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
|
|
|
}
|
|
|
}
|
|
|
declare module "babylonjs/Particles/particleSystemSet" {
|
|
@@ -90358,7 +90411,7 @@ declare module BABYLON {
|
|
|
* @param width define the width of the texture
|
|
|
* @param height define the height of the texture
|
|
|
* @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
|
|
|
- * @param scene define the scene the texture belongs to
|
|
|
+ * @param sceneOrEngine defines the scene or engine the texture will belong to
|
|
|
* @param generateMipMaps define whether mip maps should be generated or not
|
|
|
* @param invertY define if the data should be flipped on Y when uploaded to the GPU
|
|
|
* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
|
|
@@ -90368,7 +90421,7 @@ declare module BABYLON {
|
|
|
/**
|
|
|
* Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
|
|
|
*/
|
|
|
- format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
|
|
|
+ format: number, sceneOrEngine: Nullable<Scene | ThinEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
|
|
|
/**
|
|
|
* Updates the texture underlying data.
|
|
|
* @param data Define the new data of the texture
|
|
@@ -90379,76 +90432,76 @@ declare module BABYLON {
|
|
|
* @param data Define the texture data
|
|
|
* @param width Define the width of the texture
|
|
|
* @param height Define the height of the texture
|
|
|
- * @param scene Define the scene the texture belongs to
|
|
|
+ * @param sceneOrEngine defines the scene or engine the texture will belong to
|
|
|
* @param generateMipMaps Define whether or not to create mip maps for the texture
|
|
|
* @param invertY define if the data should be flipped on Y when uploaded to the GPU
|
|
|
* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
|
|
|
* @returns the luminance texture
|
|
|
*/
|
|
|
- static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
|
|
|
+ static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, sceneOrEngine: Nullable<Scene | ThinEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
|
|
|
/**
|
|
|
* Creates a luminance alpha texture from some data.
|
|
|
* @param data Define the texture data
|
|
|
* @param width Define the width of the texture
|
|
|
* @param height Define the height of the texture
|
|
|
- * @param scene Define the scene the texture belongs to
|
|
|
+ * @param sceneOrEngine defines the scene or engine the texture will belong to
|
|
|
* @param generateMipMaps Define whether or not to create mip maps for the texture
|
|
|
* @param invertY define if the data should be flipped on Y when uploaded to the GPU
|
|
|
* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
|
|
|
* @returns the luminance alpha texture
|
|
|
*/
|
|
|
- static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
|
|
|
+ static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, sceneOrEngine: Nullable<Scene | ThinEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
|
|
|
/**
|
|
|
* Creates an alpha texture from some data.
|
|
|
* @param data Define the texture data
|
|
|
* @param width Define the width of the texture
|
|
|
* @param height Define the height of the texture
|
|
|
- * @param scene Define the scene the texture belongs to
|
|
|
+ * @param sceneOrEngine defines the scene or engine the texture will belong to
|
|
|
* @param generateMipMaps Define whether or not to create mip maps for the texture
|
|
|
* @param invertY define if the data should be flipped on Y when uploaded to the GPU
|
|
|
* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
|
|
|
* @returns the alpha texture
|
|
|
*/
|
|
|
- static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
|
|
|
+ static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, sceneOrEngine: Nullable<Scene | ThinEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
|
|
|
/**
|
|
|
* Creates a RGB texture from some data.
|
|
|
* @param data Define the texture data
|
|
|
* @param width Define the width of the texture
|
|
|
* @param height Define the height of the texture
|
|
|
- * @param scene Define the scene the texture belongs to
|
|
|
+ * @param sceneOrEngine defines the scene or engine the texture will belong to
|
|
|
* @param generateMipMaps Define whether or not to create mip maps for the texture
|
|
|
* @param invertY define if the data should be flipped on Y when uploaded to the GPU
|
|
|
* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
|
|
|
* @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
|
|
|
* @returns the RGB alpha texture
|
|
|
*/
|
|
|
- static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
|
|
|
+ static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, sceneOrEngine: Nullable<Scene | ThinEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
|
|
|
/**
|
|
|
* Creates a RGBA texture from some data.
|
|
|
* @param data Define the texture data
|
|
|
* @param width Define the width of the texture
|
|
|
* @param height Define the height of the texture
|
|
|
- * @param scene Define the scene the texture belongs to
|
|
|
+ * @param sceneOrEngine defines the scene or engine the texture will belong to
|
|
|
* @param generateMipMaps Define whether or not to create mip maps for the texture
|
|
|
* @param invertY define if the data should be flipped on Y when uploaded to the GPU
|
|
|
* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
|
|
|
* @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
|
|
|
* @returns the RGBA texture
|
|
|
*/
|
|
|
- static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
|
|
|
+ static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, sceneOrEngine: Nullable<Scene | ThinEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
|
|
|
/**
|
|
|
* Creates a R texture from some data.
|
|
|
* @param data Define the texture data
|
|
|
* @param width Define the width of the texture
|
|
|
* @param height Define the height of the texture
|
|
|
- * @param scene Define the scene the texture belongs to
|
|
|
+ * @param sceneOrEngine defines the scene or engine the texture will belong to
|
|
|
* @param generateMipMaps Define whether or not to create mip maps for the texture
|
|
|
* @param invertY define if the data should be flipped on Y when uploaded to the GPU
|
|
|
* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
|
|
|
* @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
|
|
|
* @returns the R texture
|
|
|
*/
|
|
|
- static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
|
|
|
+ static CreateRTexture(data: ArrayBufferView, width: number, height: number, sceneOrEngine: Nullable<Scene | ThinEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
|
|
|
}
|
|
|
}
|
|
|
declare module BABYLON {
|
|
@@ -90946,7 +90999,7 @@ declare module BABYLON {
|
|
|
* Get hosting scene
|
|
|
* @returns the scene
|
|
|
*/
|
|
|
- getScene(): Scene;
|
|
|
+ getScene(): Nullable<Scene>;
|
|
|
/**
|
|
|
* You can use gravity if you want to give an orientation to your particles.
|
|
|
*/
|
|
@@ -91097,7 +91150,11 @@ declare module BABYLON {
|
|
|
/**
|
|
|
* The scene the particle system belongs to.
|
|
|
*/
|
|
|
- protected _scene: Scene;
|
|
|
+ protected _scene: Nullable<Scene>;
|
|
|
+ /**
|
|
|
+ * The engine the particle system belongs to.
|
|
|
+ */
|
|
|
+ protected _engine: ThinEngine;
|
|
|
/**
|
|
|
* Local cache of defines for image processing.
|
|
|
*/
|
|
@@ -91105,17 +91162,17 @@ declare module BABYLON {
|
|
|
/**
|
|
|
* Default configuration related to image processing available in the standard Material.
|
|
|
*/
|
|
|
- protected _imageProcessingConfiguration: ImageProcessingConfiguration;
|
|
|
+ protected _imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
|
|
|
/**
|
|
|
* Gets the image processing configuration used either in this material.
|
|
|
*/
|
|
|
- get imageProcessingConfiguration(): ImageProcessingConfiguration;
|
|
|
+ get imageProcessingConfiguration(): Nullable<ImageProcessingConfiguration>;
|
|
|
/**
|
|
|
* Sets the Default image processing configuration used either in the this material.
|
|
|
*
|
|
|
* If sets to null, the scene one is in use.
|
|
|
*/
|
|
|
- set imageProcessingConfiguration(value: ImageProcessingConfiguration);
|
|
|
+ set imageProcessingConfiguration(value: Nullable<ImageProcessingConfiguration>);
|
|
|
/**
|
|
|
* Attaches a new image processing configuration to the Standard Material.
|
|
|
* @param configuration
|
|
@@ -91252,15 +91309,15 @@ declare module BABYLON {
|
|
|
*/
|
|
|
serialize(): any;
|
|
|
/** @hidden */
|
|
|
- static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
|
|
|
+ static _ParseParticleSystem(system: any, sceneOrEngine: Scene | ThinEngine, rootUrl: string): ParticleSystem;
|
|
|
/**
|
|
|
* Creates a new SubEmitter from a serialized JSON version
|
|
|
* @param serializationObject defines the JSON object to read from
|
|
|
- * @param scene defines the hosting scene
|
|
|
+ * @param sceneOrEngine defines the hosting scene or the hosting engine
|
|
|
* @param rootUrl defines the rootUrl for data loading
|
|
|
* @returns a new SubEmitter
|
|
|
*/
|
|
|
- static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
|
|
|
+ static Parse(serializationObject: any, sceneOrEngine: Scene | ThinEngine, rootUrl: string): SubEmitter;
|
|
|
/** Release associated resources */
|
|
|
dispose(): void;
|
|
|
}
|
|
@@ -91383,6 +91440,8 @@ declare module BABYLON {
|
|
|
private readonly _rawTextureWidth;
|
|
|
private _rampGradientsTexture;
|
|
|
private _useRampGradients;
|
|
|
+ /** Gets or sets a matrix to use to compute projection */
|
|
|
+ defaultProjectionMatrix: Matrix;
|
|
|
/** Gets or sets a boolean indicating that ramp gradients must be used
|
|
|
* @see https://doc.babylonjs.com/babylon101/particles#ramp-gradients
|
|
|
*/
|
|
@@ -91454,12 +91513,12 @@ declare module BABYLON {
|
|
|
* Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
|
|
|
* @param name The name of the particle system
|
|
|
* @param capacity The max number of particles alive at the same time
|
|
|
- * @param scene The scene the particle system belongs to
|
|
|
+ * @param sceneOrEngine The scene the particle system belongs to or the engine to use if no scene
|
|
|
* @param customEffect a custom effect used to change the way particles are rendered by default
|
|
|
* @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
|
|
|
* @param epsilon Offset used to render the particles
|
|
|
*/
|
|
|
- constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
|
|
|
+ constructor(name: string, capacity: number, sceneOrEngine: Scene | ThinEngine, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
|
|
|
private _addFactorGradient;
|
|
|
private _removeFactorGradient;
|
|
|
/**
|
|
@@ -91749,16 +91808,16 @@ declare module BABYLON {
|
|
|
/** @hidden */
|
|
|
static _Serialize(serializationObject: any, particleSystem: IParticleSystem, serializeTexture: boolean): void;
|
|
|
/** @hidden */
|
|
|
- static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
|
|
|
+ static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, sceneOrEngine: Scene | ThinEngine, rootUrl: string): void;
|
|
|
/**
|
|
|
* Parses a JSON object to create a particle system.
|
|
|
* @param parsedParticleSystem The JSON object to parse
|
|
|
- * @param scene The scene to create the particle system in
|
|
|
+ * @param sceneOrEngine The scene or the engine to create the particle system in
|
|
|
* @param rootUrl The root url to use to load external dependencies like texture
|
|
|
* @param doNotStart Ignore the preventAutoStart attribute and does not start
|
|
|
* @returns the Parsed particle system
|
|
|
*/
|
|
|
- static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
|
|
|
+ static Parse(parsedParticleSystem: any, sceneOrEngine: Scene | ThinEngine, rootUrl: string, doNotStart?: boolean): ParticleSystem;
|
|
|
}
|
|
|
}
|
|
|
declare module BABYLON {
|
|
@@ -91955,7 +92014,7 @@ declare module BABYLON {
|
|
|
* @param serializationObject defines the JSON object
|
|
|
* @param scene defines the hosting scene
|
|
|
*/
|
|
|
- parse(serializationObject: any, scene: Scene): void;
|
|
|
+ parse(serializationObject: any, scene: Nullable<Scene>): void;
|
|
|
}
|
|
|
}
|
|
|
declare module BABYLON {
|
|
@@ -92732,7 +92791,7 @@ declare module BABYLON {
|
|
|
* @param serializationObject defines the JSON object
|
|
|
* @param scene defines the hosting scene
|
|
|
*/
|
|
|
- parse(serializationObject: any, scene: Scene): void;
|
|
|
+ parse(serializationObject: any, scene: Nullable<Scene>): void;
|
|
|
}
|
|
|
}
|
|
|
declare module BABYLON {
|
|
@@ -92781,7 +92840,7 @@ declare module BABYLON {
|
|
|
/**
|
|
|
* The texture used to render each particle. (this can be a spritesheet)
|
|
|
*/
|
|
|
- particleTexture: Nullable<Texture>;
|
|
|
+ particleTexture: Nullable<BaseTexture>;
|
|
|
/**
|
|
|
* Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
|
|
|
*/
|
|
@@ -92948,6 +93007,8 @@ declare module BABYLON {
|
|
|
isLocal: boolean;
|
|
|
/** Snippet ID if the particle system was created from the snippet server */
|
|
|
snippetId: string;
|
|
|
+ /** Gets or sets a matrix to use to compute projection */
|
|
|
+ defaultProjectionMatrix: Matrix;
|
|
|
/**
|
|
|
* Gets the maximum number of particles active at the same time.
|
|
|
* @returns The max number of active particles.
|
|
@@ -93360,7 +93421,7 @@ declare module BABYLON {
|
|
|
* Get hosting scene
|
|
|
* @returns the scene
|
|
|
*/
|
|
|
- getScene(): Scene;
|
|
|
+ getScene(): Nullable<Scene>;
|
|
|
}
|
|
|
}
|
|
|
declare module BABYLON {
|
|
@@ -93895,6 +93956,7 @@ declare module BABYLON {
|
|
|
private _skeleton;
|
|
|
private _localMatrix;
|
|
|
private _restPose;
|
|
|
+ private _bindPose;
|
|
|
private _baseMatrix;
|
|
|
private _absoluteTransform;
|
|
|
private _invertedAbsoluteTransform;
|
|
@@ -93981,6 +94043,16 @@ declare module BABYLON {
|
|
|
*/
|
|
|
setRestPose(matrix: Matrix): void;
|
|
|
/**
|
|
|
+ * Gets the bind pose matrix
|
|
|
+ * @returns the bind pose matrix
|
|
|
+ */
|
|
|
+ getBindPose(): Matrix;
|
|
|
+ /**
|
|
|
+ * Sets the bind pose matrix
|
|
|
+ * @param matrix the local-space bind pose to set for this bone
|
|
|
+ */
|
|
|
+ setBindPose(matrix: Matrix): void;
|
|
|
+ /**
|
|
|
* Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
|
|
|
*/
|
|
|
getWorldMatrix(): Matrix;
|
|
@@ -112721,8 +112793,8 @@ declare module BABYLON {
|
|
|
* Define the current state of the loading sequence when in delayed load mode.
|
|
|
*/
|
|
|
delayLoadState: number;
|
|
|
- private _scene;
|
|
|
- private _engine;
|
|
|
+ protected _scene: Nullable<Scene>;
|
|
|
+ protected _engine: Nullable<ThinEngine>;
|
|
|
/** @hidden */
|
|
|
_texture: Nullable<InternalTexture>;
|
|
|
private _uid;
|
|
@@ -121548,6 +121620,7 @@ declare module BABYLON {
|
|
|
/**
|
|
|
* Defines the target point of the camera.
|
|
|
* The camera looks towards it form the radius distance.
|
|
|
+ * Please note that you can set the target to a mesh and thus the target will be copied from mesh.position
|
|
|
*/
|
|
|
get target(): Vector3;
|
|
|
set target(value: Vector3);
|
|
@@ -125719,6 +125792,14 @@ declare module BABYLON {
|
|
|
private _xrInvPositionCache;
|
|
|
private _xrInvQuaternionCache;
|
|
|
/**
|
|
|
+ * Observable raised before camera teleportation
|
|
|
+ */
|
|
|
+ onBeforeCameraTeleport: Observable<Vector3>;
|
|
|
+ /**
|
|
|
+ * Observable raised after camera teleportation
|
|
|
+ */
|
|
|
+ onAfterCameraTeleport: Observable<Vector3>;
|
|
|
+ /**
|
|
|
* Should position compensation execute on first frame.
|
|
|
* This is used when copying the position from a native (non XR) camera
|
|
|
*/
|
|
@@ -129827,6 +129908,7 @@ declare module BABYLON.Debug {
|
|
|
private _obs;
|
|
|
/** The Utility Layer to render the gizmos in. */
|
|
|
private _utilityLayer;
|
|
|
+ private _boneIndices;
|
|
|
/** Gets the Scene. */
|
|
|
get scene(): Scene;
|
|
|
/** Gets the utilityLayer. */
|
|
@@ -129843,6 +129925,10 @@ declare module BABYLON.Debug {
|
|
|
get material(): StandardMaterial;
|
|
|
/** Sets the material */
|
|
|
set material(value: StandardMaterial);
|
|
|
+ /** Gets the material */
|
|
|
+ get displayMode(): number;
|
|
|
+ /** Sets the material */
|
|
|
+ set displayMode(value: number);
|
|
|
/**
|
|
|
* Creates a new SkeletonViewer
|
|
|
* @param skeleton defines the skeleton to render
|
|
@@ -129881,6 +129967,10 @@ declare module BABYLON.Debug {
|
|
|
private _buildSpheresAndSpurs;
|
|
|
/** Update the viewer to sync with current skeleton state, only used for the line display. */
|
|
|
private _displayLinesUpdate;
|
|
|
+ /** Changes the displayMode of the skeleton viewer
|
|
|
+ * @param mode The displayMode numerical value
|
|
|
+ */
|
|
|
+ changeDisplayMode(mode: number): void;
|
|
|
/** Release associated resources */
|
|
|
dispose(): void;
|
|
|
}
|
|
@@ -131280,6 +131370,7 @@ declare module BABYLON {
|
|
|
private readonly _native;
|
|
|
/** Defines the invalid handle returned by bgfx when resource creation goes wrong */
|
|
|
private readonly INVALID_HANDLE;
|
|
|
+ private _boundBuffersVertexArray;
|
|
|
getHardwareScalingLevel(): number;
|
|
|
constructor();
|
|
|
dispose(): void;
|
|
@@ -131304,6 +131395,9 @@ declare module BABYLON {
|
|
|
clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
|
|
|
createIndexBuffer(indices: IndicesArray, updateable?: boolean): NativeDataBuffer;
|
|
|
createVertexBuffer(data: DataArray, updateable?: boolean): NativeDataBuffer;
|
|
|
+ protected _recordVertexArrayObject(vertexArray: any, vertexBuffers: {
|
|
|
+ [key: string]: VertexBuffer;
|
|
|
+ }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): void;
|
|
|
bindBuffers(vertexBuffers: {
|
|
|
[key: string]: VertexBuffer;
|
|
|
}, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): void;
|
|
@@ -145941,7 +146035,6 @@ declare module BABYLON {
|
|
|
private _targetIndex;
|
|
|
private _sourceBuffer;
|
|
|
private _targetBuffer;
|
|
|
- private _engine;
|
|
|
private _currentRenderId;
|
|
|
private _started;
|
|
|
private _stopped;
|
|
@@ -145982,6 +146075,8 @@ declare module BABYLON {
|
|
|
* Specifies if the particles are updated in emitter local space or world space.
|
|
|
*/
|
|
|
isLocal: boolean;
|
|
|
+ /** Gets or sets a matrix to use to compute projection */
|
|
|
+ defaultProjectionMatrix: Matrix;
|
|
|
/**
|
|
|
* Is this system ready to be used/rendered
|
|
|
* @return true if the system is ready
|
|
@@ -146238,14 +146333,14 @@ declare module BABYLON {
|
|
|
* Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
|
|
|
* @param name The name of the particle system
|
|
|
* @param options The options used to create the system
|
|
|
- * @param scene The scene the particle system belongs to
|
|
|
+ * @param sceneOrEngine The scene the particle system belongs to or the engine to use if no scene
|
|
|
* @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
|
|
|
* @param customEffect a custom effect used to change the way particles are rendered by default
|
|
|
*/
|
|
|
constructor(name: string, options: Partial<{
|
|
|
capacity: number;
|
|
|
randomTextureSize: number;
|
|
|
- }>, scene: Scene, isAnimationSheetEnabled?: boolean, customEffect?: Nullable<Effect>);
|
|
|
+ }>, sceneOrEngine: Scene | ThinEngine, isAnimationSheetEnabled?: boolean, customEffect?: Nullable<Effect>);
|
|
|
protected _reset(): void;
|
|
|
private _createUpdateVAO;
|
|
|
private _createRenderVAO;
|
|
@@ -146313,12 +146408,12 @@ declare module BABYLON {
|
|
|
/**
|
|
|
* Parses a JSON object to create a GPU particle system.
|
|
|
* @param parsedParticleSystem The JSON object to parse
|
|
|
- * @param scene The scene to create the particle system in
|
|
|
+ * @param sceneOrEngine The scene or the engine to create the particle system in
|
|
|
* @param rootUrl The root url to use to load external dependencies like texture
|
|
|
* @param doNotStart Ignore the preventAutoStart attribute and does not start
|
|
|
* @returns the parsed GPU particle system
|
|
|
*/
|
|
|
- static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
|
|
|
+ static Parse(parsedParticleSystem: any, sceneOrEngine: Scene | ThinEngine, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
|
|
|
}
|
|
|
}
|
|
|
declare module BABYLON {
|