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@@ -3312,249 +3312,6 @@ declare module BABYLON {
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}
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declare module BABYLON {
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- class Collider {
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- radius: Vector3;
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- retry: number;
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- velocity: Vector3;
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- basePoint: Vector3;
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- epsilon: number;
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- collisionFound: boolean;
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- velocityWorldLength: number;
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- basePointWorld: Vector3;
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- velocityWorld: Vector3;
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- normalizedVelocity: Vector3;
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- initialVelocity: Vector3;
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- initialPosition: Vector3;
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- nearestDistance: number;
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- intersectionPoint: Vector3;
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- collidedMesh: AbstractMesh;
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- private _collisionPoint;
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- private _planeIntersectionPoint;
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- private _tempVector;
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- private _tempVector2;
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- private _tempVector3;
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- private _tempVector4;
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- private _edge;
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- private _baseToVertex;
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- private _destinationPoint;
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- private _slidePlaneNormal;
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- private _displacementVector;
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- private _collisionMask;
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- collisionMask: number;
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- _initialize(source: Vector3, dir: Vector3, e: number): void;
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- _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
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- _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
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- _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean): void;
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- _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean): void;
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- _getResponse(pos: Vector3, vel: Vector3): void;
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- }
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-}
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-
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-declare module BABYLON {
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- var CollisionWorker: string;
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- interface ICollisionCoordinator {
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- getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
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- init(scene: Scene): void;
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- destroy(): void;
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- onMeshAdded(mesh: AbstractMesh): any;
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- onMeshUpdated(mesh: AbstractMesh): any;
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- onMeshRemoved(mesh: AbstractMesh): any;
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- onGeometryAdded(geometry: Geometry): any;
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- onGeometryUpdated(geometry: Geometry): any;
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- onGeometryDeleted(geometry: Geometry): any;
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- }
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- interface SerializedMesh {
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- id: string;
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- name: string;
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- uniqueId: number;
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- geometryId: string;
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- sphereCenter: Array<number>;
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- sphereRadius: number;
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- boxMinimum: Array<number>;
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- boxMaximum: Array<number>;
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- worldMatrixFromCache: any;
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- subMeshes: Array<SerializedSubMesh>;
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- checkCollisions: boolean;
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- }
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- interface SerializedSubMesh {
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- position: number;
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- verticesStart: number;
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- verticesCount: number;
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- indexStart: number;
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- indexCount: number;
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- hasMaterial: boolean;
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- sphereCenter: Array<number>;
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- sphereRadius: number;
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- boxMinimum: Array<number>;
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- boxMaximum: Array<number>;
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- }
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- interface SerializedGeometry {
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- id: string;
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- positions: Float32Array;
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- indices: Uint32Array;
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- normals: Float32Array;
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- }
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- interface BabylonMessage {
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- taskType: WorkerTaskType;
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- payload: InitPayload | CollidePayload | UpdatePayload;
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- }
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- interface SerializedColliderToWorker {
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- position: Array<number>;
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- velocity: Array<number>;
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- radius: Array<number>;
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- }
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- enum WorkerTaskType {
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- INIT = 0,
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- UPDATE = 1,
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- COLLIDE = 2,
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- }
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- interface WorkerReply {
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- error: WorkerReplyType;
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- taskType: WorkerTaskType;
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- payload?: any;
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- }
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- interface CollisionReplyPayload {
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- newPosition: Array<number>;
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- collisionId: number;
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- collidedMeshUniqueId: number;
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- }
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- interface InitPayload {
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- }
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- interface CollidePayload {
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- collisionId: number;
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- collider: SerializedColliderToWorker;
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- maximumRetry: number;
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- excludedMeshUniqueId?: number;
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- }
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- interface UpdatePayload {
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- updatedMeshes: {
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- [n: number]: SerializedMesh;
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- };
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- updatedGeometries: {
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- [s: string]: SerializedGeometry;
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- };
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- removedMeshes: Array<number>;
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- removedGeometries: Array<string>;
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- }
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- enum WorkerReplyType {
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- SUCCESS = 0,
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- UNKNOWN_ERROR = 1,
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- }
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- class CollisionCoordinatorWorker implements ICollisionCoordinator {
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- private _scene;
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- private _scaledPosition;
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- private _scaledVelocity;
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- private _collisionsCallbackArray;
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- private _init;
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- private _runningUpdated;
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- private _runningCollisionTask;
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- private _worker;
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- private _addUpdateMeshesList;
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- private _addUpdateGeometriesList;
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- private _toRemoveMeshesArray;
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- private _toRemoveGeometryArray;
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- constructor();
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- static SerializeMesh: (mesh: AbstractMesh) => SerializedMesh;
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- static SerializeGeometry: (geometry: Geometry) => SerializedGeometry;
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- getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
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- init(scene: Scene): void;
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- destroy(): void;
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- onMeshAdded(mesh: AbstractMesh): void;
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- onMeshUpdated: (mesh: AbstractMesh) => void;
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- onMeshRemoved(mesh: AbstractMesh): void;
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- onGeometryAdded(geometry: Geometry): void;
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- onGeometryUpdated: (geometry: Geometry) => void;
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- onGeometryDeleted(geometry: Geometry): void;
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- private _afterRender;
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- private _onMessageFromWorker;
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- }
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- class CollisionCoordinatorLegacy implements ICollisionCoordinator {
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- private _scene;
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- private _scaledPosition;
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- private _scaledVelocity;
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- private _finalPosition;
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- getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
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- init(scene: Scene): void;
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- destroy(): void;
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- onMeshAdded(mesh: AbstractMesh): void;
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- onMeshUpdated(mesh: AbstractMesh): void;
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- onMeshRemoved(mesh: AbstractMesh): void;
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- onGeometryAdded(geometry: Geometry): void;
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- onGeometryUpdated(geometry: Geometry): void;
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- onGeometryDeleted(geometry: Geometry): void;
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- private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
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- }
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-}
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-
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-declare module BABYLON {
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- var WorkerIncluded: boolean;
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- class CollisionCache {
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- private _meshes;
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- private _geometries;
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- getMeshes(): {
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- [n: number]: SerializedMesh;
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- };
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- getGeometries(): {
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- [s: number]: SerializedGeometry;
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- };
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- getMesh(id: any): SerializedMesh;
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- addMesh(mesh: SerializedMesh): void;
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- removeMesh(uniqueId: number): void;
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- getGeometry(id: string): SerializedGeometry;
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- addGeometry(geometry: SerializedGeometry): void;
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- removeGeometry(id: string): void;
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- }
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- class CollideWorker {
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- collider: Collider;
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- private _collisionCache;
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- private finalPosition;
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- private collisionsScalingMatrix;
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- private collisionTranformationMatrix;
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- constructor(collider: Collider, _collisionCache: CollisionCache, finalPosition: Vector3);
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- collideWithWorld(position: Vector3, velocity: Vector3, maximumRetry: number, excludedMeshUniqueId?: number): void;
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- private checkCollision(mesh);
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- private processCollisionsForSubMeshes(transformMatrix, mesh);
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- private collideForSubMesh(subMesh, transformMatrix, meshGeometry);
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- private checkSubmeshCollision(subMesh);
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- }
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- interface ICollisionDetector {
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- onInit(payload: InitPayload): void;
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- onUpdate(payload: UpdatePayload): void;
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- onCollision(payload: CollidePayload): void;
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- }
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- class CollisionDetectorTransferable implements ICollisionDetector {
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- private _collisionCache;
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- onInit(payload: InitPayload): void;
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- onUpdate(payload: UpdatePayload): void;
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- onCollision(payload: CollidePayload): void;
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- }
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-}
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-
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-declare module BABYLON {
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- class IntersectionInfo {
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- bu: number;
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- bv: number;
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- distance: number;
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- faceId: number;
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- subMeshId: number;
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- constructor(bu: number, bv: number, distance: number);
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- }
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- class PickingInfo {
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- hit: boolean;
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- distance: number;
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- pickedPoint: Vector3;
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- pickedMesh: AbstractMesh;
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- bu: number;
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- bv: number;
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- faceId: number;
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- subMeshId: number;
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- pickedSprite: Sprite;
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- getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Vector3;
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- getTextureCoordinates(): Vector2;
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- }
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-}
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-
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-declare module BABYLON {
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class ArcRotateCamera extends TargetCamera {
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alpha: number;
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beta: number;
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@@ -4024,116 +3781,245 @@ declare module BABYLON {
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}
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declare module BABYLON {
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- class BoundingBox implements ICullable {
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- minimum: Vector3;
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- maximum: Vector3;
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- vectors: Vector3[];
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- center: Vector3;
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- centerWorld: Vector3;
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- extendSize: Vector3;
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- extendSizeWorld: Vector3;
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- directions: Vector3[];
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- vectorsWorld: Vector3[];
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- minimumWorld: Vector3;
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- maximumWorld: Vector3;
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- private _worldMatrix;
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- constructor(minimum: Vector3, maximum: Vector3);
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- getWorldMatrix(): Matrix;
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- setWorldMatrix(matrix: Matrix): BoundingBox;
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- _update(world: Matrix): void;
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- isInFrustum(frustumPlanes: Plane[]): boolean;
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- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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- intersectsPoint(point: Vector3): boolean;
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- intersectsSphere(sphere: BoundingSphere): boolean;
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- intersectsMinMax(min: Vector3, max: Vector3): boolean;
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- static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
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- static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
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- static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
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- static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
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+ class Collider {
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+ radius: Vector3;
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+ retry: number;
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+ velocity: Vector3;
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+ basePoint: Vector3;
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+ epsilon: number;
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+ collisionFound: boolean;
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+ velocityWorldLength: number;
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+ basePointWorld: Vector3;
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+ velocityWorld: Vector3;
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+ normalizedVelocity: Vector3;
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+ initialVelocity: Vector3;
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+ initialPosition: Vector3;
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+ nearestDistance: number;
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+ intersectionPoint: Vector3;
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+ collidedMesh: AbstractMesh;
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+ private _collisionPoint;
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+ private _planeIntersectionPoint;
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+ private _tempVector;
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+ private _tempVector2;
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+ private _tempVector3;
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+ private _tempVector4;
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+ private _edge;
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+ private _baseToVertex;
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+ private _destinationPoint;
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+ private _slidePlaneNormal;
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+ private _displacementVector;
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+ private _collisionMask;
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+ collisionMask: number;
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+ _initialize(source: Vector3, dir: Vector3, e: number): void;
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+ _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
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+ _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
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+ _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean): void;
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+ _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean): void;
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+ _getResponse(pos: Vector3, vel: Vector3): void;
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}
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}
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declare module BABYLON {
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- interface ICullable {
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- isInFrustum(frustumPlanes: Plane[]): boolean;
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- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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+ var CollisionWorker: string;
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+ interface ICollisionCoordinator {
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+ getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
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+ init(scene: Scene): void;
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+ destroy(): void;
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+ onMeshAdded(mesh: AbstractMesh): any;
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+ onMeshUpdated(mesh: AbstractMesh): any;
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+ onMeshRemoved(mesh: AbstractMesh): any;
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+ onGeometryAdded(geometry: Geometry): any;
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+ onGeometryUpdated(geometry: Geometry): any;
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+ onGeometryDeleted(geometry: Geometry): any;
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}
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- class BoundingInfo implements ICullable {
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- minimum: Vector3;
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- maximum: Vector3;
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- boundingBox: BoundingBox;
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- boundingSphere: BoundingSphere;
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- private _isLocked;
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- constructor(minimum: Vector3, maximum: Vector3);
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- isLocked: boolean;
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- update(world: Matrix): void;
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- isInFrustum(frustumPlanes: Plane[]): boolean;
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- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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- _checkCollision(collider: Collider): boolean;
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- intersectsPoint(point: Vector3): boolean;
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- intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
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+ interface SerializedMesh {
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+ id: string;
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+ name: string;
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+ uniqueId: number;
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+ geometryId: string;
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+ sphereCenter: Array<number>;
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+ sphereRadius: number;
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+ boxMinimum: Array<number>;
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+ boxMaximum: Array<number>;
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+ worldMatrixFromCache: any;
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+ subMeshes: Array<SerializedSubMesh>;
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+ checkCollisions: boolean;
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+ }
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+ interface SerializedSubMesh {
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+ position: number;
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+ verticesStart: number;
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+ verticesCount: number;
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+ indexStart: number;
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+ indexCount: number;
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+ hasMaterial: boolean;
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+ sphereCenter: Array<number>;
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+ sphereRadius: number;
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+ boxMinimum: Array<number>;
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+ boxMaximum: Array<number>;
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+ }
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+ interface SerializedGeometry {
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+ id: string;
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+ positions: Float32Array;
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+ indices: Uint32Array;
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+ normals: Float32Array;
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+ }
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+ interface BabylonMessage {
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+ taskType: WorkerTaskType;
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+ payload: InitPayload | CollidePayload | UpdatePayload;
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+ }
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+ interface SerializedColliderToWorker {
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+ position: Array<number>;
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+ velocity: Array<number>;
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+ radius: Array<number>;
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+ }
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+ enum WorkerTaskType {
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+ INIT = 0,
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+ UPDATE = 1,
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+ COLLIDE = 2,
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+ }
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+ interface WorkerReply {
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+ error: WorkerReplyType;
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+ taskType: WorkerTaskType;
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+ payload?: any;
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+ }
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+ interface CollisionReplyPayload {
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+ newPosition: Array<number>;
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+ collisionId: number;
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+ collidedMeshUniqueId: number;
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+ }
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+ interface InitPayload {
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+ }
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+ interface CollidePayload {
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+ collisionId: number;
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|
|
+ collider: SerializedColliderToWorker;
|
|
|
+ maximumRetry: number;
|
|
|
+ excludedMeshUniqueId?: number;
|
|
|
+ }
|
|
|
+ interface UpdatePayload {
|
|
|
+ updatedMeshes: {
|
|
|
+ [n: number]: SerializedMesh;
|
|
|
+ };
|
|
|
+ updatedGeometries: {
|
|
|
+ [s: string]: SerializedGeometry;
|
|
|
+ };
|
|
|
+ removedMeshes: Array<number>;
|
|
|
+ removedGeometries: Array<string>;
|
|
|
+ }
|
|
|
+ enum WorkerReplyType {
|
|
|
+ SUCCESS = 0,
|
|
|
+ UNKNOWN_ERROR = 1,
|
|
|
+ }
|
|
|
+ class CollisionCoordinatorWorker implements ICollisionCoordinator {
|
|
|
+ private _scene;
|
|
|
+ private _scaledPosition;
|
|
|
+ private _scaledVelocity;
|
|
|
+ private _collisionsCallbackArray;
|
|
|
+ private _init;
|
|
|
+ private _runningUpdated;
|
|
|
+ private _runningCollisionTask;
|
|
|
+ private _worker;
|
|
|
+ private _addUpdateMeshesList;
|
|
|
+ private _addUpdateGeometriesList;
|
|
|
+ private _toRemoveMeshesArray;
|
|
|
+ private _toRemoveGeometryArray;
|
|
|
+ constructor();
|
|
|
+ static SerializeMesh: (mesh: AbstractMesh) => SerializedMesh;
|
|
|
+ static SerializeGeometry: (geometry: Geometry) => SerializedGeometry;
|
|
|
+ getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
|
|
|
+ init(scene: Scene): void;
|
|
|
+ destroy(): void;
|
|
|
+ onMeshAdded(mesh: AbstractMesh): void;
|
|
|
+ onMeshUpdated: (mesh: AbstractMesh) => void;
|
|
|
+ onMeshRemoved(mesh: AbstractMesh): void;
|
|
|
+ onGeometryAdded(geometry: Geometry): void;
|
|
|
+ onGeometryUpdated: (geometry: Geometry) => void;
|
|
|
+ onGeometryDeleted(geometry: Geometry): void;
|
|
|
+ private _afterRender;
|
|
|
+ private _onMessageFromWorker;
|
|
|
+ }
|
|
|
+ class CollisionCoordinatorLegacy implements ICollisionCoordinator {
|
|
|
+ private _scene;
|
|
|
+ private _scaledPosition;
|
|
|
+ private _scaledVelocity;
|
|
|
+ private _finalPosition;
|
|
|
+ getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
|
|
|
+ init(scene: Scene): void;
|
|
|
+ destroy(): void;
|
|
|
+ onMeshAdded(mesh: AbstractMesh): void;
|
|
|
+ onMeshUpdated(mesh: AbstractMesh): void;
|
|
|
+ onMeshRemoved(mesh: AbstractMesh): void;
|
|
|
+ onGeometryAdded(geometry: Geometry): void;
|
|
|
+ onGeometryUpdated(geometry: Geometry): void;
|
|
|
+ onGeometryDeleted(geometry: Geometry): void;
|
|
|
+ private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
|
- class BoundingSphere {
|
|
|
- minimum: Vector3;
|
|
|
- maximum: Vector3;
|
|
|
- center: Vector3;
|
|
|
- radius: number;
|
|
|
- centerWorld: Vector3;
|
|
|
- radiusWorld: number;
|
|
|
- private _tempRadiusVector;
|
|
|
- constructor(minimum: Vector3, maximum: Vector3);
|
|
|
- _update(world: Matrix): void;
|
|
|
- isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
- intersectsPoint(point: Vector3): boolean;
|
|
|
- static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
|
|
|
+ var WorkerIncluded: boolean;
|
|
|
+ class CollisionCache {
|
|
|
+ private _meshes;
|
|
|
+ private _geometries;
|
|
|
+ getMeshes(): {
|
|
|
+ [n: number]: SerializedMesh;
|
|
|
+ };
|
|
|
+ getGeometries(): {
|
|
|
+ [s: number]: SerializedGeometry;
|
|
|
+ };
|
|
|
+ getMesh(id: any): SerializedMesh;
|
|
|
+ addMesh(mesh: SerializedMesh): void;
|
|
|
+ removeMesh(uniqueId: number): void;
|
|
|
+ getGeometry(id: string): SerializedGeometry;
|
|
|
+ addGeometry(geometry: SerializedGeometry): void;
|
|
|
+ removeGeometry(id: string): void;
|
|
|
+ }
|
|
|
+ class CollideWorker {
|
|
|
+ collider: Collider;
|
|
|
+ private _collisionCache;
|
|
|
+ private finalPosition;
|
|
|
+ private collisionsScalingMatrix;
|
|
|
+ private collisionTranformationMatrix;
|
|
|
+ constructor(collider: Collider, _collisionCache: CollisionCache, finalPosition: Vector3);
|
|
|
+ collideWithWorld(position: Vector3, velocity: Vector3, maximumRetry: number, excludedMeshUniqueId?: number): void;
|
|
|
+ private checkCollision(mesh);
|
|
|
+ private processCollisionsForSubMeshes(transformMatrix, mesh);
|
|
|
+ private collideForSubMesh(subMesh, transformMatrix, meshGeometry);
|
|
|
+ private checkSubmeshCollision(subMesh);
|
|
|
+ }
|
|
|
+ interface ICollisionDetector {
|
|
|
+ onInit(payload: InitPayload): void;
|
|
|
+ onUpdate(payload: UpdatePayload): void;
|
|
|
+ onCollision(payload: CollidePayload): void;
|
|
|
+ }
|
|
|
+ class CollisionDetectorTransferable implements ICollisionDetector {
|
|
|
+ private _collisionCache;
|
|
|
+ onInit(payload: InitPayload): void;
|
|
|
+ onUpdate(payload: UpdatePayload): void;
|
|
|
+ onCollision(payload: CollidePayload): void;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
|
- class Ray {
|
|
|
- origin: Vector3;
|
|
|
- direction: Vector3;
|
|
|
- length: number;
|
|
|
- private _edge1;
|
|
|
- private _edge2;
|
|
|
- private _pvec;
|
|
|
- private _tvec;
|
|
|
- private _qvec;
|
|
|
- private _tmpRay;
|
|
|
- private _rayHelper;
|
|
|
- constructor(origin: Vector3, direction: Vector3, length?: number);
|
|
|
- intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
|
|
|
- intersectsBox(box: BoundingBox): boolean;
|
|
|
- intersectsSphere(sphere: BoundingSphere): boolean;
|
|
|
- intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
|
|
|
- intersectsPlane(plane: Plane): number;
|
|
|
- intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
|
|
|
- intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
|
|
|
- private _comparePickingInfo(pickingInfoA, pickingInfoB);
|
|
|
- private static smallnum;
|
|
|
- private static rayl;
|
|
|
- /**
|
|
|
- * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
|
|
|
- * @param sega the first point of the segment to test the intersection against
|
|
|
- * @param segb the second point of the segment to test the intersection against
|
|
|
- * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
|
|
|
- * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
|
|
|
- */
|
|
|
- intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
|
|
|
- static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
|
|
|
- /**
|
|
|
- * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
|
|
|
- * transformed to the given world matrix.
|
|
|
- * @param origin The origin point
|
|
|
- * @param end The end point
|
|
|
- * @param world a matrix to transform the ray to. Default is the identity matrix.
|
|
|
- */
|
|
|
- static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
|
|
|
- static Transform(ray: Ray, matrix: Matrix): Ray;
|
|
|
- static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
|
|
|
+ class IntersectionInfo {
|
|
|
+ bu: number;
|
|
|
+ bv: number;
|
|
|
+ distance: number;
|
|
|
+ faceId: number;
|
|
|
+ subMeshId: number;
|
|
|
+ constructor(bu: number, bv: number, distance: number);
|
|
|
+ }
|
|
|
+ class PickingInfo {
|
|
|
+ hit: boolean;
|
|
|
+ distance: number;
|
|
|
+ pickedPoint: Vector3;
|
|
|
+ pickedMesh: AbstractMesh;
|
|
|
+ bu: number;
|
|
|
+ bv: number;
|
|
|
+ faceId: number;
|
|
|
+ subMeshId: number;
|
|
|
+ pickedSprite: Sprite;
|
|
|
+ getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Vector3;
|
|
|
+ getTextureCoordinates(): Vector2;
|
|
|
}
|
|
|
}
|
|
|
|
|
@@ -4470,31 +4356,190 @@ declare module BABYLON {
|
|
|
private _vertexBuffers;
|
|
|
private _indexBuffer;
|
|
|
private _effect;
|
|
|
- private _alphaTestEffect;
|
|
|
- /**
|
|
|
- * An event triggered when the layer is disposed.
|
|
|
- * @type {BABYLON.Observable}
|
|
|
- */
|
|
|
- onDisposeObservable: Observable<Layer>;
|
|
|
- private _onDisposeObserver;
|
|
|
- onDispose: () => void;
|
|
|
+ private _alphaTestEffect;
|
|
|
+ /**
|
|
|
+ * An event triggered when the layer is disposed.
|
|
|
+ * @type {BABYLON.Observable}
|
|
|
+ */
|
|
|
+ onDisposeObservable: Observable<Layer>;
|
|
|
+ private _onDisposeObserver;
|
|
|
+ onDispose: () => void;
|
|
|
+ /**
|
|
|
+ * An event triggered before rendering the scene
|
|
|
+ * @type {BABYLON.Observable}
|
|
|
+ */
|
|
|
+ onBeforeRenderObservable: Observable<Layer>;
|
|
|
+ private _onBeforeRenderObserver;
|
|
|
+ onBeforeRender: () => void;
|
|
|
+ /**
|
|
|
+ * An event triggered after rendering the scene
|
|
|
+ * @type {BABYLON.Observable}
|
|
|
+ */
|
|
|
+ onAfterRenderObservable: Observable<Layer>;
|
|
|
+ private _onAfterRenderObserver;
|
|
|
+ onAfterRender: () => void;
|
|
|
+ constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
|
|
|
+ render(): void;
|
|
|
+ dispose(): void;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
+ class LensFlare {
|
|
|
+ size: number;
|
|
|
+ position: number;
|
|
|
+ color: Color3;
|
|
|
+ texture: Texture;
|
|
|
+ alphaMode: number;
|
|
|
+ private _system;
|
|
|
+ constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
|
|
|
+ dispose: () => void;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
+ class LensFlareSystem {
|
|
|
+ name: string;
|
|
|
+ lensFlares: LensFlare[];
|
|
|
+ borderLimit: number;
|
|
|
+ viewportBorder: number;
|
|
|
+ meshesSelectionPredicate: (mesh: Mesh) => boolean;
|
|
|
+ layerMask: number;
|
|
|
+ id: string;
|
|
|
+ private _scene;
|
|
|
+ private _emitter;
|
|
|
+ private _vertexBuffers;
|
|
|
+ private _indexBuffer;
|
|
|
+ private _effect;
|
|
|
+ private _positionX;
|
|
|
+ private _positionY;
|
|
|
+ private _isEnabled;
|
|
|
+ constructor(name: string, emitter: any, scene: Scene);
|
|
|
+ isEnabled: boolean;
|
|
|
+ getScene(): Scene;
|
|
|
+ getEmitter(): any;
|
|
|
+ setEmitter(newEmitter: any): void;
|
|
|
+ getEmitterPosition(): Vector3;
|
|
|
+ computeEffectivePosition(globalViewport: Viewport): boolean;
|
|
|
+ _isVisible(): boolean;
|
|
|
+ render(): boolean;
|
|
|
+ dispose(): void;
|
|
|
+ static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
|
|
|
+ serialize(): any;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
+ class BoundingBox implements ICullable {
|
|
|
+ minimum: Vector3;
|
|
|
+ maximum: Vector3;
|
|
|
+ vectors: Vector3[];
|
|
|
+ center: Vector3;
|
|
|
+ centerWorld: Vector3;
|
|
|
+ extendSize: Vector3;
|
|
|
+ extendSizeWorld: Vector3;
|
|
|
+ directions: Vector3[];
|
|
|
+ vectorsWorld: Vector3[];
|
|
|
+ minimumWorld: Vector3;
|
|
|
+ maximumWorld: Vector3;
|
|
|
+ private _worldMatrix;
|
|
|
+ constructor(minimum: Vector3, maximum: Vector3);
|
|
|
+ getWorldMatrix(): Matrix;
|
|
|
+ setWorldMatrix(matrix: Matrix): BoundingBox;
|
|
|
+ _update(world: Matrix): void;
|
|
|
+ isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
+ isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
+ intersectsPoint(point: Vector3): boolean;
|
|
|
+ intersectsSphere(sphere: BoundingSphere): boolean;
|
|
|
+ intersectsMinMax(min: Vector3, max: Vector3): boolean;
|
|
|
+ static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
|
|
|
+ static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
|
|
|
+ static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
|
|
|
+ static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
+ interface ICullable {
|
|
|
+ isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
+ isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
+ }
|
|
|
+ class BoundingInfo implements ICullable {
|
|
|
+ minimum: Vector3;
|
|
|
+ maximum: Vector3;
|
|
|
+ boundingBox: BoundingBox;
|
|
|
+ boundingSphere: BoundingSphere;
|
|
|
+ private _isLocked;
|
|
|
+ constructor(minimum: Vector3, maximum: Vector3);
|
|
|
+ isLocked: boolean;
|
|
|
+ update(world: Matrix): void;
|
|
|
+ isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
+ isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
+ _checkCollision(collider: Collider): boolean;
|
|
|
+ intersectsPoint(point: Vector3): boolean;
|
|
|
+ intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
+ class BoundingSphere {
|
|
|
+ minimum: Vector3;
|
|
|
+ maximum: Vector3;
|
|
|
+ center: Vector3;
|
|
|
+ radius: number;
|
|
|
+ centerWorld: Vector3;
|
|
|
+ radiusWorld: number;
|
|
|
+ private _tempRadiusVector;
|
|
|
+ constructor(minimum: Vector3, maximum: Vector3);
|
|
|
+ _update(world: Matrix): void;
|
|
|
+ isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
|
+ intersectsPoint(point: Vector3): boolean;
|
|
|
+ static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
+ class Ray {
|
|
|
+ origin: Vector3;
|
|
|
+ direction: Vector3;
|
|
|
+ length: number;
|
|
|
+ private _edge1;
|
|
|
+ private _edge2;
|
|
|
+ private _pvec;
|
|
|
+ private _tvec;
|
|
|
+ private _qvec;
|
|
|
+ private _tmpRay;
|
|
|
+ private _rayHelper;
|
|
|
+ constructor(origin: Vector3, direction: Vector3, length?: number);
|
|
|
+ intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
|
|
|
+ intersectsBox(box: BoundingBox): boolean;
|
|
|
+ intersectsSphere(sphere: BoundingSphere): boolean;
|
|
|
+ intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
|
|
|
+ intersectsPlane(plane: Plane): number;
|
|
|
+ intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
|
|
|
+ intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
|
|
|
+ private _comparePickingInfo(pickingInfoA, pickingInfoB);
|
|
|
+ private static smallnum;
|
|
|
+ private static rayl;
|
|
|
/**
|
|
|
- * An event triggered before rendering the scene
|
|
|
- * @type {BABYLON.Observable}
|
|
|
- */
|
|
|
- onBeforeRenderObservable: Observable<Layer>;
|
|
|
- private _onBeforeRenderObserver;
|
|
|
- onBeforeRender: () => void;
|
|
|
+ * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
|
|
|
+ * @param sega the first point of the segment to test the intersection against
|
|
|
+ * @param segb the second point of the segment to test the intersection against
|
|
|
+ * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
|
|
|
+ * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
|
|
|
+ */
|
|
|
+ intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
|
|
|
+ static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
|
|
|
/**
|
|
|
- * An event triggered after rendering the scene
|
|
|
- * @type {BABYLON.Observable}
|
|
|
+ * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
|
|
|
+ * transformed to the given world matrix.
|
|
|
+ * @param origin The origin point
|
|
|
+ * @param end The end point
|
|
|
+ * @param world a matrix to transform the ray to. Default is the identity matrix.
|
|
|
*/
|
|
|
- onAfterRenderObservable: Observable<Layer>;
|
|
|
- private _onAfterRenderObserver;
|
|
|
- onAfterRender: () => void;
|
|
|
- constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
|
|
|
- render(): void;
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- dispose(): void;
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+ static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
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+ static Transform(ray: Ray, matrix: Matrix): Ray;
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+ static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
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}
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}
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@@ -5032,51 +5077,6 @@ declare module BABYLON {
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}
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declare module BABYLON {
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- class LensFlare {
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- size: number;
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- position: number;
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- color: Color3;
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- texture: Texture;
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- alphaMode: number;
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- private _system;
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- constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
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- dispose: () => void;
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- }
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-}
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-
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-declare module BABYLON {
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- class LensFlareSystem {
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- name: string;
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- lensFlares: LensFlare[];
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- borderLimit: number;
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- viewportBorder: number;
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- meshesSelectionPredicate: (mesh: Mesh) => boolean;
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- layerMask: number;
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- id: string;
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- private _scene;
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- private _emitter;
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- private _vertexBuffers;
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- private _indexBuffer;
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- private _effect;
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- private _positionX;
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- private _positionY;
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- private _isEnabled;
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- constructor(name: string, emitter: any, scene: Scene);
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- isEnabled: boolean;
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- getScene(): Scene;
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- getEmitter(): any;
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- setEmitter(newEmitter: any): void;
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- getEmitterPosition(): Vector3;
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- computeEffectivePosition(globalViewport: Viewport): boolean;
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- _isVisible(): boolean;
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- render(): boolean;
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- dispose(): void;
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- static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
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- serialize(): any;
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- }
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-}
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-
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-declare module BABYLON {
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interface ISceneLoaderPluginExtensions {
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[extension: string]: {
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isBinary: boolean;
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@@ -12483,36 +12483,6 @@ declare module BABYLON {
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}
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declare module BABYLON {
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- class ReflectionProbe {
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- name: string;
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- private _scene;
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- private _renderTargetTexture;
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- private _projectionMatrix;
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- private _viewMatrix;
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- private _target;
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- private _add;
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- private _attachedMesh;
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- invertYAxis: boolean;
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- position: Vector3;
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- constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
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- samples: number;
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|
- refreshRate: number;
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- getScene(): Scene;
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- readonly cubeTexture: RenderTargetTexture;
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- readonly renderList: AbstractMesh[];
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|
- attachToMesh(mesh: AbstractMesh): void;
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|
- /**
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|
- * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
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- *
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- * @param renderingGroupId The rendering group id corresponding to its index
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- * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
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- */
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|
- setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
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- dispose(): void;
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- }
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-}
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-
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-declare module BABYLON {
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class AnaglyphPostProcess extends PostProcess {
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|
private _passedProcess;
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|
|
constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
|
|
@@ -12918,6 +12888,36 @@ declare module BABYLON {
|
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
|
+ class ReflectionProbe {
|
|
|
+ name: string;
|
|
|
+ private _scene;
|
|
|
+ private _renderTargetTexture;
|
|
|
+ private _projectionMatrix;
|
|
|
+ private _viewMatrix;
|
|
|
+ private _target;
|
|
|
+ private _add;
|
|
|
+ private _attachedMesh;
|
|
|
+ invertYAxis: boolean;
|
|
|
+ position: Vector3;
|
|
|
+ constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
|
|
|
+ samples: number;
|
|
|
+ refreshRate: number;
|
|
|
+ getScene(): Scene;
|
|
|
+ readonly cubeTexture: RenderTargetTexture;
|
|
|
+ readonly renderList: AbstractMesh[];
|
|
|
+ attachToMesh(mesh: AbstractMesh): void;
|
|
|
+ /**
|
|
|
+ * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
|
|
|
+ *
|
|
|
+ * @param renderingGroupId The rendering group id corresponding to its index
|
|
|
+ * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
|
|
|
+ */
|
|
|
+ setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
|
|
|
+ dispose(): void;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
class BoundingBoxRenderer {
|
|
|
frontColor: Color3;
|
|
|
backColor: Color3;
|