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@@ -14787,6 +14787,11 @@ declare module "babylonjs/Meshes/transformNode" {
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* @returns the world matrix
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*/
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computeWorldMatrix(force?: boolean): Matrix;
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+ /**
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+ * Resets this nodeTransform's local matrix to Matrix.Identity().
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+ * @param independentOfChildren indicates if all child nodeTransform's world-space transform should be preserved.
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+ */
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+ resetLocalMatrix(independentOfChildren?: boolean): void;
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protected _afterComputeWorldMatrix(): void;
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/**
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* If you'd like to be called back after the mesh position, rotation or scaling has been updated.
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@@ -25456,9 +25461,10 @@ declare module "babylonjs/Meshes/mesh" {
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* This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
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* Note that, under the hood, this method sets a new VertexBuffer each call.
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* @see http://doc.babylonjs.com/resources/baking_transformations
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+ * @param bakeIndependenlyOfChildren indicates whether to preserve all child nodes' World Matrix during baking
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* @returns the current mesh
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*/
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- bakeCurrentTransformIntoVertices(): Mesh;
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+ bakeCurrentTransformIntoVertices(bakeIndependenlyOfChildren?: boolean): Mesh;
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/** @hidden */
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get _positions(): Nullable<Vector3[]>;
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/** @hidden */
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@@ -86937,6 +86943,11 @@ declare module BABYLON {
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* @returns the world matrix
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*/
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computeWorldMatrix(force?: boolean): Matrix;
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+ /**
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+ * Resets this nodeTransform's local matrix to Matrix.Identity().
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+ * @param independentOfChildren indicates if all child nodeTransform's world-space transform should be preserved.
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+ */
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+ resetLocalMatrix(independentOfChildren?: boolean): void;
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protected _afterComputeWorldMatrix(): void;
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/**
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* If you'd like to be called back after the mesh position, rotation or scaling has been updated.
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@@ -97181,9 +97192,10 @@ declare module BABYLON {
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* This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
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* Note that, under the hood, this method sets a new VertexBuffer each call.
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* @see http://doc.babylonjs.com/resources/baking_transformations
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+ * @param bakeIndependenlyOfChildren indicates whether to preserve all child nodes' World Matrix during baking
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* @returns the current mesh
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*/
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- bakeCurrentTransformIntoVertices(): Mesh;
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+ bakeCurrentTransformIntoVertices(bakeIndependenlyOfChildren?: boolean): Mesh;
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/** @hidden */
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get _positions(): Nullable<Vector3[]>;
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/** @hidden */
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