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@@ -3477,6 +3477,124 @@ 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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+ }
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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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+ }
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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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+ /**
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+ * Gets the world distance between the min and max points of the bounding box
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+ */
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+ readonly diagonalLength: number;
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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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+ }
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+}
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+
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+declare module BABYLON {
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+ class BoundingSphere {
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+ minimum: Vector3;
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+ maximum: Vector3;
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+ center: Vector3;
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+ radius: number;
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+ centerWorld: Vector3;
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+ radiusWorld: number;
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+ private _tempRadiusVector;
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+ constructor(minimum: Vector3, maximum: Vector3);
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+ _update(world: Matrix): void;
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+ isInFrustum(frustumPlanes: Plane[]): boolean;
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+ intersectsPoint(point: Vector3): boolean;
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+ static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class Ray {
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+ origin: Vector3;
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+ direction: Vector3;
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+ length: number;
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+ private _edge1;
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+ private _edge2;
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+ private _pvec;
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+ private _tvec;
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+ private _qvec;
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+ private _tmpRay;
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+ private _rayHelper;
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+ constructor(origin: Vector3, direction: Vector3, length?: number);
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+ intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
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+ intersectsBox(box: BoundingBox): boolean;
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+ intersectsSphere(sphere: BoundingSphere): boolean;
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+ intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
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+ intersectsPlane(plane: Plane): number;
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+ intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
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+ intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
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+ private _comparePickingInfo(pickingInfoA, pickingInfoB);
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+ private static smallnum;
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+ private static rayl;
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+ /**
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+ * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
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+ * @param sega the first point of the segment to test the intersection against
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+ * @param segb the second point of the segment to test the intersection against
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+ * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
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+ * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
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+ */
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+ intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
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+ static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
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+ /**
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+ * 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
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+ * transformed to the given world matrix.
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+ * @param origin The origin point
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+ * @param end The end point
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+ * @param world a matrix to transform the ray to. Default is the identity matrix.
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+ */
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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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+
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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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@@ -4200,124 +4318,6 @@ declare module BABYLON {
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}
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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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- }
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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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- }
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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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- /**
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- * Gets the world distance between the min and max points of the bounding box
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- */
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- readonly diagonalLength: number;
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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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- }
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-}
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-
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-declare module BABYLON {
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- class BoundingSphere {
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- minimum: Vector3;
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- maximum: Vector3;
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- center: Vector3;
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- radius: number;
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- centerWorld: Vector3;
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- radiusWorld: number;
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- private _tempRadiusVector;
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- constructor(minimum: Vector3, maximum: Vector3);
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- _update(world: Matrix): void;
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- isInFrustum(frustumPlanes: Plane[]): boolean;
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- intersectsPoint(point: Vector3): boolean;
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- static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
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- }
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-}
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-
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-declare module BABYLON {
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- class Ray {
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- origin: Vector3;
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- direction: Vector3;
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- length: number;
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- private _edge1;
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- private _edge2;
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- private _pvec;
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- private _tvec;
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- private _qvec;
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- private _tmpRay;
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- private _rayHelper;
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- constructor(origin: Vector3, direction: Vector3, length?: number);
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- intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
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- intersectsBox(box: BoundingBox): boolean;
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- intersectsSphere(sphere: BoundingSphere): boolean;
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- intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
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- intersectsPlane(plane: Plane): number;
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- intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
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- intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
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- private _comparePickingInfo(pickingInfoA, pickingInfoB);
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- private static smallnum;
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- private static rayl;
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- /**
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- * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
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- * @param sega the first point of the segment to test the intersection against
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- * @param segb the second point of the segment to test the intersection against
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- * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
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- * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
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- */
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- intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
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- static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
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- /**
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- * 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
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- * transformed to the given world matrix.
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- * @param origin The origin point
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- * @param end The end point
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- * @param world a matrix to transform the ray to. Default is the identity matrix.
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- */
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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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-
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declare module BABYLON.Debug {
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class AxesViewer {
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private _xline;
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@@ -9050,70 +9050,6 @@ declare module BABYLON {
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}
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declare module BABYLON {
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- class MorphTarget {
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- name: string;
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- animations: Animation[];
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- private _positions;
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- private _normals;
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- private _tangents;
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- private _influence;
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- onInfluenceChanged: Observable<boolean>;
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- influence: number;
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- constructor(name: string, influence?: number);
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- readonly hasNormals: boolean;
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- readonly hasTangents: boolean;
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- setPositions(data: Float32Array | number[]): void;
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- getPositions(): Float32Array;
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- setNormals(data: Float32Array | number[]): void;
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- getNormals(): Float32Array;
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- setTangents(data: Float32Array | number[]): void;
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- getTangents(): Float32Array;
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- /**
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- * Serializes the current target into a Serialization object.
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- * Returns the serialized object.
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- */
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- serialize(): any;
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- static Parse(serializationObject: any): MorphTarget;
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- static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
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- }
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-}
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-
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-declare module BABYLON {
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- class MorphTargetManager {
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- private _targets;
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- private _targetObservable;
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- private _activeTargets;
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- private _scene;
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- private _influences;
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- private _supportsNormals;
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- private _supportsTangents;
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- private _vertexCount;
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- private _uniqueId;
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- private _tempInfluences;
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- constructor(scene?: Scene);
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- readonly uniqueId: number;
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- readonly vertexCount: number;
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- readonly supportsNormals: boolean;
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- readonly supportsTangents: boolean;
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- readonly numTargets: number;
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- readonly numInfluencers: number;
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- readonly influences: Float32Array;
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- getActiveTarget(index: number): MorphTarget;
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- getTarget(index: number): MorphTarget;
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- addTarget(target: MorphTarget): void;
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- removeTarget(target: MorphTarget): void;
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- /**
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- * Serializes the current manager into a Serialization object.
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- * Returns the serialized object.
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- */
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- serialize(): any;
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- private _onInfluenceChanged(needUpdate);
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- private _syncActiveTargets(needUpdate);
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- static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
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- }
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-}
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-
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-declare module BABYLON {
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class AbstractMesh extends Node implements IDisposable, ICullable, IGetSetVerticesData {
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private static _BILLBOARDMODE_NONE;
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private static _BILLBOARDMODE_X;
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@@ -12533,6 +12469,70 @@ declare module BABYLON {
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}
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declare module BABYLON {
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+ class MorphTarget {
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+ name: string;
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+ animations: Animation[];
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+ private _positions;
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+ private _normals;
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+ private _tangents;
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+ private _influence;
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+ onInfluenceChanged: Observable<boolean>;
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+ influence: number;
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+ constructor(name: string, influence?: number);
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+ readonly hasNormals: boolean;
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+ readonly hasTangents: boolean;
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+ setPositions(data: Float32Array | number[]): void;
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+ getPositions(): Float32Array;
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+ setNormals(data: Float32Array | number[]): void;
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+ getNormals(): Float32Array;
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+ setTangents(data: Float32Array | number[]): void;
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+ getTangents(): Float32Array;
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+ /**
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+ * Serializes the current target into a Serialization object.
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+ * Returns the serialized object.
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+ */
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+ serialize(): any;
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+ static Parse(serializationObject: any): MorphTarget;
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+ static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class MorphTargetManager {
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+ private _targets;
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+ private _targetObservable;
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+ private _activeTargets;
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+ private _scene;
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+ private _influences;
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+ private _supportsNormals;
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+ private _supportsTangents;
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+ private _vertexCount;
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+ private _uniqueId;
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+ private _tempInfluences;
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+ constructor(scene?: Scene);
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+ readonly uniqueId: number;
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+ readonly vertexCount: number;
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+ readonly supportsNormals: boolean;
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+ readonly supportsTangents: boolean;
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+ readonly numTargets: number;
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+ readonly numInfluencers: number;
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+ readonly influences: Float32Array;
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+ getActiveTarget(index: number): MorphTarget;
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+ getTarget(index: number): MorphTarget;
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+ addTarget(target: MorphTarget): void;
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+ removeTarget(target: MorphTarget): void;
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+ /**
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+ * Serializes the current manager into a Serialization object.
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+ * Returns the serialized object.
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+ */
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+ serialize(): any;
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+ private _onInfluenceChanged(needUpdate);
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+ private _syncActiveTargets(needUpdate);
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+ static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
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+ }
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+}
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+
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+declare module BABYLON {
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class GPUParticleSystem implements IDisposable, IParticleSystem {
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name: string;
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id: string;
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@@ -13983,159 +13983,6 @@ declare module BABYLON {
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}
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declare module BABYLON {
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- class Sprite {
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- name: string;
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- position: Vector3;
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- color: Color4;
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- width: number;
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- height: number;
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- angle: number;
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- cellIndex: number;
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- invertU: number;
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- invertV: number;
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- disposeWhenFinishedAnimating: boolean;
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- animations: Animation[];
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- isPickable: boolean;
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- actionManager: ActionManager;
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- private _animationStarted;
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- private _loopAnimation;
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- private _fromIndex;
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- private _toIndex;
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- private _delay;
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- private _direction;
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- private _frameCount;
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- private _manager;
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- private _time;
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- private _onAnimationEnd;
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- size: number;
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- constructor(name: string, manager: SpriteManager);
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- playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
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- stopAnimation(): void;
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- _animate(deltaTime: number): 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 SpriteManager {
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- name: string;
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- sprites: Sprite[];
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- renderingGroupId: number;
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- layerMask: number;
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- fogEnabled: boolean;
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- isPickable: boolean;
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- cellWidth: number;
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- cellHeight: number;
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- /**
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- * An event triggered when the manager is disposed.
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- * @type {BABYLON.Observable}
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- */
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- onDisposeObservable: Observable<SpriteManager>;
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- private _onDisposeObserver;
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- onDispose: () => void;
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- private _capacity;
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- private _spriteTexture;
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- private _epsilon;
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- private _scene;
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- private _vertexData;
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- private _buffer;
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- private _vertexBuffers;
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- private _indexBuffer;
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- private _effectBase;
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- private _effectFog;
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- texture: Texture;
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- constructor(name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
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- private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
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- intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): PickingInfo;
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- render(): 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.Internals {
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- class _AlphaState {
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- private _isAlphaBlendDirty;
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- private _isBlendFunctionParametersDirty;
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- private _isBlendEquationParametersDirty;
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- private _isBlendConstantsDirty;
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- private _alphaBlend;
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- private _blendFunctionParameters;
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- private _blendEquationParameters;
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- private _blendConstants;
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- /**
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- * Initializes the state.
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- */
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- constructor();
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- readonly isDirty: boolean;
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- alphaBlend: boolean;
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- setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
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- setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
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- setAlphaEquationParameters(rgb: number, alpha: any): void;
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- reset(): void;
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- apply(gl: WebGLRenderingContext): void;
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- }
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-}
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-
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-declare module BABYLON.Internals {
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- class _DepthCullingState {
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- private _isDepthTestDirty;
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- private _isDepthMaskDirty;
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- private _isDepthFuncDirty;
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- private _isCullFaceDirty;
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- private _isCullDirty;
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- private _isZOffsetDirty;
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- private _depthTest;
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- private _depthMask;
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- private _depthFunc;
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- private _cull;
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- private _cullFace;
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- private _zOffset;
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- /**
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- * Initializes the state.
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- */
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- constructor();
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- readonly isDirty: boolean;
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- zOffset: number;
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- cullFace: number;
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- cull: boolean;
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- depthFunc: number;
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- depthMask: boolean;
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- depthTest: boolean;
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- reset(): void;
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- apply(gl: WebGLRenderingContext): void;
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- }
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-}
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-
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-declare module BABYLON.Internals {
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- class _StencilState {
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- private _isStencilTestDirty;
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- private _isStencilMaskDirty;
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- private _isStencilFuncDirty;
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- private _isStencilOpDirty;
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- private _stencilTest;
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- private _stencilMask;
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- private _stencilFunc;
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- private _stencilFuncRef;
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- private _stencilFuncMask;
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- private _stencilOpStencilFail;
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- private _stencilOpDepthFail;
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- private _stencilOpStencilDepthPass;
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- readonly isDirty: boolean;
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- stencilFunc: number;
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- stencilFuncRef: number;
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- stencilFuncMask: number;
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- stencilOpStencilFail: number;
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- stencilOpDepthFail: number;
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- stencilOpStencilDepthPass: number;
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- stencilMask: number;
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- stencilTest: boolean;
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- constructor();
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- reset(): void;
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- apply(gl: WebGLRenderingContext): 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 BoundingBoxRenderer {
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frontColor: Color3;
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backColor: Color3;
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@@ -14404,6 +14251,159 @@ declare module BABYLON {
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}
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}
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+declare module BABYLON {
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+ class Sprite {
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+ name: string;
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+ position: Vector3;
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+ color: Color4;
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+ width: number;
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+ height: number;
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+ angle: number;
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+ cellIndex: number;
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+ invertU: number;
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+ invertV: number;
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+ disposeWhenFinishedAnimating: boolean;
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+ animations: Animation[];
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+ isPickable: boolean;
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+ actionManager: ActionManager;
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+ private _animationStarted;
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+ private _loopAnimation;
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+ private _fromIndex;
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+ private _toIndex;
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+ private _delay;
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+ private _direction;
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+ private _frameCount;
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+ private _manager;
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+ private _time;
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+ private _onAnimationEnd;
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+ size: number;
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+ constructor(name: string, manager: SpriteManager);
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+ playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
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+ stopAnimation(): void;
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+ _animate(deltaTime: number): 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 SpriteManager {
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+ name: string;
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+ sprites: Sprite[];
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+ renderingGroupId: number;
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+ layerMask: number;
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+ fogEnabled: boolean;
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+ isPickable: boolean;
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+ cellWidth: number;
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+ cellHeight: number;
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+ /**
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+ * An event triggered when the manager is disposed.
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+ * @type {BABYLON.Observable}
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+ */
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+ onDisposeObservable: Observable<SpriteManager>;
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+ private _onDisposeObserver;
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+ onDispose: () => void;
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+ private _capacity;
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+ private _spriteTexture;
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+ private _epsilon;
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+ private _scene;
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+ private _vertexData;
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+ private _buffer;
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+ private _vertexBuffers;
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+ private _indexBuffer;
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+ private _effectBase;
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+ private _effectFog;
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+ texture: Texture;
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+ constructor(name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
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+ private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
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+ intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): PickingInfo;
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+ render(): 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.Internals {
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+ class _AlphaState {
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+ private _isAlphaBlendDirty;
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+ private _isBlendFunctionParametersDirty;
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+ private _isBlendEquationParametersDirty;
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+ private _isBlendConstantsDirty;
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+ private _alphaBlend;
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+ private _blendFunctionParameters;
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+ private _blendEquationParameters;
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+ private _blendConstants;
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+ /**
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+ * Initializes the state.
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+ */
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+ constructor();
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+ readonly isDirty: boolean;
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+ alphaBlend: boolean;
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+ setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
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+ setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
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+ setAlphaEquationParameters(rgb: number, alpha: any): void;
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+ reset(): void;
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+ apply(gl: WebGLRenderingContext): void;
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+ }
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+}
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+
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+declare module BABYLON.Internals {
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+ class _DepthCullingState {
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+ private _isDepthTestDirty;
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+ private _isDepthMaskDirty;
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+ private _isDepthFuncDirty;
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+ private _isCullFaceDirty;
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+ private _isCullDirty;
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+ private _isZOffsetDirty;
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+ private _depthTest;
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+ private _depthMask;
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+ private _depthFunc;
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+ private _cull;
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+ private _cullFace;
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+ private _zOffset;
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+ /**
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+ * Initializes the state.
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+ */
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+ constructor();
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+ readonly isDirty: boolean;
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+ zOffset: number;
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+ cullFace: number;
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+ cull: boolean;
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+ depthFunc: number;
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+ depthMask: boolean;
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+ depthTest: boolean;
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+ reset(): void;
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+ apply(gl: WebGLRenderingContext): void;
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+ }
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+}
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+
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+declare module BABYLON.Internals {
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+ class _StencilState {
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+ private _isStencilTestDirty;
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+ private _isStencilMaskDirty;
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+ private _isStencilFuncDirty;
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+ private _isStencilOpDirty;
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+ private _stencilTest;
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+ private _stencilMask;
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+ private _stencilFunc;
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+ private _stencilFuncRef;
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+ private _stencilFuncMask;
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+ private _stencilOpStencilFail;
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+ private _stencilOpDepthFail;
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+ private _stencilOpStencilDepthPass;
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+ readonly isDirty: boolean;
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+ stencilFunc: number;
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+ stencilFuncRef: number;
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+ stencilFuncMask: number;
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+ stencilOpStencilFail: number;
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+ stencilOpDepthFail: number;
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+ stencilOpStencilDepthPass: number;
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+ stencilMask: number;
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+ stencilTest: boolean;
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+ constructor();
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+ reset(): void;
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+ apply(gl: WebGLRenderingContext): void;
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+ }
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+}
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+
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declare module BABYLON.Internals {
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class AndOrNotEvaluator {
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static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
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@@ -15933,6 +15933,53 @@ declare module BABYLON {
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}
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declare module BABYLON {
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+ interface IOctreeContainer<T> {
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+ blocks: Array<OctreeBlock<T>>;
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+ }
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+ class Octree<T> {
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+ maxDepth: number;
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+ blocks: Array<OctreeBlock<T>>;
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+ dynamicContent: T[];
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+ private _maxBlockCapacity;
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+ private _selectionContent;
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+ private _creationFunc;
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+ constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number, maxDepth?: number);
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+ update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
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+ addMesh(entry: T): void;
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+ select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
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+ intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
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+ intersectsRay(ray: Ray): SmartArray<T>;
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+ static _CreateBlocks<T>(worldMin: Vector3, worldMax: Vector3, entries: T[], maxBlockCapacity: number, currentDepth: number, maxDepth: number, target: IOctreeContainer<T>, creationFunc: (entry: T, block: OctreeBlock<T>) => void): void;
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+ static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
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+ static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => 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 OctreeBlock<T> {
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+ entries: T[];
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+ blocks: Array<OctreeBlock<T>>;
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+ private _depth;
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+ private _maxDepth;
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+ private _capacity;
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+ private _minPoint;
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+ private _maxPoint;
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+ private _boundingVectors;
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+ private _creationFunc;
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+ constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
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+ readonly capacity: number;
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+ readonly minPoint: Vector3;
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+ readonly maxPoint: Vector3;
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+ addEntry(entry: T): void;
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+ addEntries(entries: T[]): void;
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+ select(frustumPlanes: Plane[], selection: SmartArray<T>, allowDuplicate?: boolean): void;
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+ intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArray<T>, allowDuplicate?: boolean): void;
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+ intersectsRay(ray: Ray, selection: SmartArray<T>): void;
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+ createInnerBlocks(): 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 ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
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camera: ArcRotateCamera;
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gamepad: Gamepad;
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@@ -16292,53 +16339,6 @@ declare module BABYLON {
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}
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declare module BABYLON {
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- interface IOctreeContainer<T> {
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- blocks: Array<OctreeBlock<T>>;
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- }
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- class Octree<T> {
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- maxDepth: number;
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- blocks: Array<OctreeBlock<T>>;
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- dynamicContent: T[];
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- private _maxBlockCapacity;
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- private _selectionContent;
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- private _creationFunc;
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- constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number, maxDepth?: number);
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- update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
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- addMesh(entry: T): void;
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- select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
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- intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
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- intersectsRay(ray: Ray): SmartArray<T>;
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- static _CreateBlocks<T>(worldMin: Vector3, worldMax: Vector3, entries: T[], maxBlockCapacity: number, currentDepth: number, maxDepth: number, target: IOctreeContainer<T>, creationFunc: (entry: T, block: OctreeBlock<T>) => void): void;
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- static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
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- static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => 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 OctreeBlock<T> {
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- entries: T[];
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- blocks: Array<OctreeBlock<T>>;
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- private _depth;
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- private _maxDepth;
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- private _capacity;
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- private _minPoint;
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- private _maxPoint;
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- private _boundingVectors;
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- private _creationFunc;
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- constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
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- readonly capacity: number;
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- readonly minPoint: Vector3;
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- readonly maxPoint: Vector3;
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- addEntry(entry: T): void;
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- addEntries(entries: T[]): void;
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- select(frustumPlanes: Plane[], selection: SmartArray<T>, allowDuplicate?: boolean): void;
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- intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArray<T>, allowDuplicate?: boolean): void;
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- intersectsRay(ray: Ray, selection: SmartArray<T>): void;
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- createInnerBlocks(): 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 GenericController extends WebVRController {
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private _defaultModel;
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constructor(vrGamepad: any);
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