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@@ -10316,7 +10316,7 @@ declare module "babylonjs/Sprites/sprite" {
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import { Vector3 } from "babylonjs/Maths/math.vector";
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import { Vector3 } from "babylonjs/Maths/math.vector";
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import { Nullable } from "babylonjs/types";
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import { Nullable } from "babylonjs/types";
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import { ActionManager } from "babylonjs/Actions/actionManager";
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import { ActionManager } from "babylonjs/Actions/actionManager";
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- import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
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+ import { ISpriteManager, SpriteManager } from "babylonjs/Sprites/spriteManager";
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import { Color4 } from "babylonjs/Maths/math.color";
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import { Color4 } from "babylonjs/Maths/math.color";
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import { Observable } from "babylonjs/Misc/observable";
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import { Observable } from "babylonjs/Misc/observable";
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import { IAnimatable } from "babylonjs/Animations/animatable.interface";
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import { IAnimatable } from "babylonjs/Animations/animatable.interface";
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@@ -10433,13 +10433,25 @@ declare module "babylonjs/Sprites/sprite" {
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* @param delay defines the start delay (in ms)
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* @param delay defines the start delay (in ms)
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* @param onAnimationEnd defines a callback to call when animation ends
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* @param onAnimationEnd defines a callback to call when animation ends
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*/
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*/
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- playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
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+ playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd?: Nullable<() => void>): void;
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/** Stops current animation (if any) */
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/** Stops current animation (if any) */
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stopAnimation(): void;
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stopAnimation(): void;
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/** @hidden */
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/** @hidden */
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_animate(deltaTime: number): void;
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_animate(deltaTime: number): void;
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/** Release associated resources */
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/** Release associated resources */
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dispose(): void;
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dispose(): void;
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+ /**
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+ * Serializes the sprite to a JSON object
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+ * @returns the JSON object
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+ */
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+ serialize(): any;
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+ /**
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+ * Parses a JSON object to create a new sprite
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+ * @param parsedSprite The JSON object to parse
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+ * @param manager defines the hosting manager
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+ * @returns the new sprite
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+ */
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+ static Parse(parsedSprite: any, manager: SpriteManager): Sprite;
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}
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}
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}
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}
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declare module "babylonjs/Collisions/pickingInfo" {
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declare module "babylonjs/Collisions/pickingInfo" {
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@@ -11123,6 +11135,10 @@ declare module "babylonjs/Sprites/spriteManager" {
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export class SpriteManager implements ISpriteManager {
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export class SpriteManager implements ISpriteManager {
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/** defines the manager's name */
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/** defines the manager's name */
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name: string;
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name: string;
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+ /** Define the Url to load snippets */
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+ static SnippetUrl: string;
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+ /** Snippet ID if the manager was created from the snippet server */
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+ snippetId: string;
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/** Gets the list of sprites */
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/** Gets the list of sprites */
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sprites: Sprite[];
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sprites: Sprite[];
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/** Gets or sets the rendering group id (0 by default) */
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/** Gets or sets the rendering group id (0 by default) */
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@@ -11246,6 +11262,28 @@ declare module "babylonjs/Sprites/spriteManager" {
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* Release associated resources
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* Release associated resources
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*/
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*/
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dispose(): void;
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dispose(): void;
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+ /**
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+ * Serializes the sprite manager to a JSON object
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+ * @param serializeTexture defines if the texture must be serialized as well
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+ * @returns the JSON object
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+ */
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+ serialize(serializeTexture?: boolean): any;
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+ /**
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+ * Parses a JSON object to create a new sprite manager.
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+ * @param parsedManager The JSON object to parse
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+ * @param scene The scene to create the sprite managerin
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+ * @param rootUrl The root url to use to load external dependencies like texture
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+ * @returns the new sprite manager
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+ */
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+ static Parse(parsedManager: any, scene: Scene, rootUrl: string): SpriteManager;
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+ /**
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+ * Creates a sprite manager from a snippet saved by the sprite editor
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+ * @param snippetId defines the snippet to load
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+ * @param scene defines the hosting scene
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+ * @param rootUrl defines the root URL to use to load textures and relative dependencies
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+ * @returns a promise that will resolve to the new sprite manager
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+ */
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+ static CreateFromSnippetAsync(snippetId: string, scene: Scene, rootUrl?: string): Promise<SpriteManager>;
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}
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}
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}
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}
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declare module "babylonjs/Misc/gradients" {
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declare module "babylonjs/Misc/gradients" {
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@@ -16544,6 +16582,13 @@ declare module "babylonjs/Meshes/instancedMesh" {
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*/
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*/
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get sourceMesh(): Mesh;
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get sourceMesh(): Mesh;
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/**
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/**
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+ * Creates a new InstancedMesh object from the mesh model.
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+ * @see http://doc.babylonjs.com/how_to/how_to_use_instances
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+ * @param name defines the name of the new instance
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+ * @returns a new InstancedMesh
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+ */
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+ createInstance(name: string): InstancedMesh;
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+ /**
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* Is this node ready to be used/rendered
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* Is this node ready to be used/rendered
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* @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
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* @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
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* @return {boolean} is it ready
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* @return {boolean} is it ready
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@@ -33879,18 +33924,6 @@ declare module "babylonjs/Materials/Textures/baseTexture" {
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* @returns "BaseTexture"
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* @returns "BaseTexture"
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*/
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*/
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getClassName(): string;
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getClassName(): string;
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- private _realTimeFiltering;
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- /**
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- * Enables realtime filtering on the texture.
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- */
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- get realTimeFiltering(): boolean;
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- set realTimeFiltering(b: boolean);
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- private _realTimeFilteringQuality;
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- /**
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- * Quality switch for realtime filtering
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- */
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- get realTimeFilteringQuality(): number;
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- set realTimeFilteringQuality(n: number);
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/**
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/**
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* Define the list of animation attached to the texture.
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* Define the list of animation attached to the texture.
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*/
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*/
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@@ -38300,9 +38333,10 @@ declare module "babylonjs/Misc/tools" {
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static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
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static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
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/**
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/**
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* Gets the pointer prefix to use
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* Gets the pointer prefix to use
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+ * @param engine defines the engine we are finding the prefix for
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* @returns "pointer" if touch is enabled. Else returns "mouse"
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* @returns "pointer" if touch is enabled. Else returns "mouse"
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*/
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*/
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- static GetPointerPrefix(): string;
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+ static GetPointerPrefix(engine: Engine): string;
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/**
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/**
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* Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
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* Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
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* @param url define the url we are trying
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* @param url define the url we are trying
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@@ -56374,10 +56408,11 @@ declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
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* @param uniformBuffer defines the Uniform buffer to fill in.
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* @param uniformBuffer defines the Uniform buffer to fill in.
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* @param scene defines the scene the material belongs to.
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* @param scene defines the scene the material belongs to.
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* @param engine defines the engine the material belongs to.
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* @param engine defines the engine the material belongs to.
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- * @param isFrozen defines wether the material is frozen or not.
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- * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
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+ * @param isFrozen defines whether the material is frozen or not.
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+ * @param lodBasedMicrosurface defines whether the material relies on lod based microsurface or not.
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+ * @param realTimeFiltering defines whether the textures should be filtered on the fly.
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*/
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*/
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- bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
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+ bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean, realTimeFiltering: boolean): void;
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/**
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/**
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* Unbinds the material from the mesh.
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* Unbinds the material from the mesh.
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* @param activeEffect defines the effect that should be unbound from.
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* @param activeEffect defines the effect that should be unbound from.
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@@ -57303,6 +57338,18 @@ declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
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* Force the shader to compute irradiance in the fragment shader in order to take bump in account.
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* Force the shader to compute irradiance in the fragment shader in order to take bump in account.
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*/
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*/
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protected _forceIrradianceInFragment: boolean;
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protected _forceIrradianceInFragment: boolean;
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+ private _realTimeFiltering;
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+ /**
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+ * Enables realtime filtering on the texture.
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+ */
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+ get realTimeFiltering(): boolean;
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+ set realTimeFiltering(b: boolean);
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+ private _realTimeFilteringQuality;
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+ /**
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+ * Quality switch for realtime filtering
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+ */
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+ get realTimeFilteringQuality(): number;
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+ set realTimeFilteringQuality(n: number);
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/**
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/**
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* Force normal to face away from face.
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* Force normal to face away from face.
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*/
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*/
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@@ -61115,7 +61162,7 @@ declare module "babylonjs/Materials/Textures/Filtering/hdrFiltering" {
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* @param onFinished Callback when filtering is done
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* @param onFinished Callback when filtering is done
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* @return Promise called when prefiltering is done
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* @return Promise called when prefiltering is done
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*/
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*/
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- prefilter(texture: BaseTexture, onFinished?: Nullable<() => void>): Promise<unknown>;
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+ prefilter(texture: BaseTexture, onFinished?: Nullable<() => void>): Promise<unknown> | undefined;
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}
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}
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}
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}
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declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
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declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
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@@ -87195,13 +87242,25 @@ declare module BABYLON {
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* @param delay defines the start delay (in ms)
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* @param delay defines the start delay (in ms)
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* @param onAnimationEnd defines a callback to call when animation ends
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* @param onAnimationEnd defines a callback to call when animation ends
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*/
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*/
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- playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
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+ playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd?: Nullable<() => void>): void;
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/** Stops current animation (if any) */
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/** Stops current animation (if any) */
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stopAnimation(): void;
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stopAnimation(): void;
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/** @hidden */
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/** @hidden */
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_animate(deltaTime: number): void;
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_animate(deltaTime: number): void;
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/** Release associated resources */
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/** Release associated resources */
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dispose(): void;
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dispose(): void;
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+ /**
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+ * Serializes the sprite to a JSON object
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+ * @returns the JSON object
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+ */
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+ serialize(): any;
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+ /**
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+ * Parses a JSON object to create a new sprite
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+ * @param parsedSprite The JSON object to parse
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+ * @param manager defines the hosting manager
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+ * @returns the new sprite
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+ */
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+ static Parse(parsedSprite: any, manager: SpriteManager): Sprite;
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}
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}
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}
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}
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declare module BABYLON {
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declare module BABYLON {
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@@ -87835,6 +87894,10 @@ declare module BABYLON {
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export class SpriteManager implements ISpriteManager {
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export class SpriteManager implements ISpriteManager {
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/** defines the manager's name */
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/** defines the manager's name */
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name: string;
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name: string;
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+ /** Define the Url to load snippets */
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+ static SnippetUrl: string;
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+ /** Snippet ID if the manager was created from the snippet server */
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+ snippetId: string;
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/** Gets the list of sprites */
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/** Gets the list of sprites */
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sprites: Sprite[];
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sprites: Sprite[];
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/** Gets or sets the rendering group id (0 by default) */
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/** Gets or sets the rendering group id (0 by default) */
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@@ -87958,6 +88021,28 @@ declare module BABYLON {
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* Release associated resources
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* Release associated resources
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*/
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*/
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dispose(): void;
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dispose(): void;
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+ /**
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+ * Serializes the sprite manager to a JSON object
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+ * @param serializeTexture defines if the texture must be serialized as well
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+ * @returns the JSON object
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+ */
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+ serialize(serializeTexture?: boolean): any;
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+ /**
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+ * Parses a JSON object to create a new sprite manager.
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+ * @param parsedManager The JSON object to parse
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+ * @param scene The scene to create the sprite managerin
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+ * @param rootUrl The root url to use to load external dependencies like texture
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+ * @returns the new sprite manager
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+ */
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+ static Parse(parsedManager: any, scene: Scene, rootUrl: string): SpriteManager;
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+ /**
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+ * Creates a sprite manager from a snippet saved by the sprite editor
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+ * @param snippetId defines the snippet to load
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+ * @param scene defines the hosting scene
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+ * @param rootUrl defines the root URL to use to load textures and relative dependencies
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+ * @returns a promise that will resolve to the new sprite manager
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+ */
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+ static CreateFromSnippetAsync(snippetId: string, scene: Scene, rootUrl?: string): Promise<SpriteManager>;
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}
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}
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}
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}
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declare module BABYLON {
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declare module BABYLON {
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@@ -93062,6 +93147,13 @@ declare module BABYLON {
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*/
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*/
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get sourceMesh(): Mesh;
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get sourceMesh(): Mesh;
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/**
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/**
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+ * Creates a new InstancedMesh object from the mesh model.
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+ * @see http://doc.babylonjs.com/how_to/how_to_use_instances
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+ * @param name defines the name of the new instance
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+ * @returns a new InstancedMesh
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+ */
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+ createInstance(name: string): InstancedMesh;
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+ /**
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* Is this node ready to be used/rendered
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* Is this node ready to be used/rendered
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* @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
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* @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
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* @return {boolean} is it ready
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* @return {boolean} is it ready
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@@ -109693,18 +109785,6 @@ declare module BABYLON {
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* @returns "BaseTexture"
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* @returns "BaseTexture"
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*/
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*/
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getClassName(): string;
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getClassName(): string;
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- private _realTimeFiltering;
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- /**
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- * Enables realtime filtering on the texture.
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- */
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- get realTimeFiltering(): boolean;
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- set realTimeFiltering(b: boolean);
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- private _realTimeFilteringQuality;
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- /**
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- * Quality switch for realtime filtering
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- */
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- get realTimeFilteringQuality(): number;
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- set realTimeFilteringQuality(n: number);
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/**
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/**
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* Define the list of animation attached to the texture.
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* Define the list of animation attached to the texture.
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*/
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*/
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@@ -114015,9 +114095,10 @@ declare module BABYLON {
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static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
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static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
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/**
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/**
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* Gets the pointer prefix to use
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* Gets the pointer prefix to use
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+ * @param engine defines the engine we are finding the prefix for
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* @returns "pointer" if touch is enabled. Else returns "mouse"
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* @returns "pointer" if touch is enabled. Else returns "mouse"
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*/
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*/
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- static GetPointerPrefix(): string;
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+ static GetPointerPrefix(engine: Engine): string;
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/**
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/**
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* Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
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* Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
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* @param url define the url we are trying
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* @param url define the url we are trying
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@@ -130968,10 +131049,11 @@ declare module BABYLON {
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* @param uniformBuffer defines the Uniform buffer to fill in.
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* @param uniformBuffer defines the Uniform buffer to fill in.
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* @param scene defines the scene the material belongs to.
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* @param scene defines the scene the material belongs to.
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* @param engine defines the engine the material belongs to.
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* @param engine defines the engine the material belongs to.
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- * @param isFrozen defines wether the material is frozen or not.
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- * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
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+ * @param isFrozen defines whether the material is frozen or not.
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+ * @param lodBasedMicrosurface defines whether the material relies on lod based microsurface or not.
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+ * @param realTimeFiltering defines whether the textures should be filtered on the fly.
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*/
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*/
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- bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
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+ bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean, realTimeFiltering: boolean): void;
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/**
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/**
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* Unbinds the material from the mesh.
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* Unbinds the material from the mesh.
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* @param activeEffect defines the effect that should be unbound from.
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* @param activeEffect defines the effect that should be unbound from.
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@@ -131803,6 +131885,18 @@ declare module BABYLON {
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* Force the shader to compute irradiance in the fragment shader in order to take bump in account.
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* Force the shader to compute irradiance in the fragment shader in order to take bump in account.
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*/
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*/
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protected _forceIrradianceInFragment: boolean;
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protected _forceIrradianceInFragment: boolean;
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+ private _realTimeFiltering;
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+ /**
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+ * Enables realtime filtering on the texture.
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+ */
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+ get realTimeFiltering(): boolean;
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+ set realTimeFiltering(b: boolean);
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+ private _realTimeFilteringQuality;
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+ /**
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+ * Quality switch for realtime filtering
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+ */
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+ get realTimeFilteringQuality(): number;
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+ set realTimeFilteringQuality(n: number);
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/**
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/**
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* Force normal to face away from face.
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* Force normal to face away from face.
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*/
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*/
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@@ -135364,7 +135458,7 @@ declare module BABYLON {
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* @param onFinished Callback when filtering is done
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* @param onFinished Callback when filtering is done
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* @return Promise called when prefiltering is done
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* @return Promise called when prefiltering is done
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*/
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*/
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- prefilter(texture: BaseTexture, onFinished?: Nullable<() => void>): Promise<unknown>;
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+ prefilter(texture: BaseTexture, onFinished?: Nullable<() => void>): Promise<unknown> | undefined;
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}
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}
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}
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}
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declare module BABYLON {
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declare module BABYLON {
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