David Catuhe 5 лет назад
Родитель
Сommit
5bbfc44f09

+ 7 - 1
dist/preview release/babylon.d.ts

@@ -14476,6 +14476,11 @@ declare module BABYLON {
          * @returns the world matrix
          */
         computeWorldMatrix(force?: boolean): Matrix;
+        /**
+         * Resets this nodeTransform's local matrix to Matrix.Identity().
+         * @param independentOfChildren indicates if all child nodeTransform's world-space transform should be preserved.
+         */
+        resetLocalMatrix(independentOfChildren?: boolean): void;
         protected _afterComputeWorldMatrix(): void;
         /**
         * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
@@ -24720,9 +24725,10 @@ declare module BABYLON {
          * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
          * Note that, under the hood, this method sets a new VertexBuffer each call.
          * @see http://doc.babylonjs.com/resources/baking_transformations
+         * @param bakeIndependenlyOfChildren indicates whether to preserve all child nodes' World Matrix during baking
          * @returns the current mesh
          */
-        bakeCurrentTransformIntoVertices(): Mesh;
+        bakeCurrentTransformIntoVertices(bakeIndependenlyOfChildren?: boolean): Mesh;
         /** @hidden */
         get _positions(): Nullable<Vector3[]>;
         /** @hidden */

Разница между файлами не показана из-за своего большого размера
+ 1 - 1
dist/preview release/babylon.js


Разница между файлами не показана из-за своего большого размера
+ 55 - 25
dist/preview release/babylon.max.js


Разница между файлами не показана из-за своего большого размера
+ 1 - 1
dist/preview release/babylon.max.js.map


+ 14 - 2
dist/preview release/babylon.module.d.ts

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

+ 7 - 1
dist/preview release/documentation.d.ts

@@ -14476,6 +14476,11 @@ declare module BABYLON {
          * @returns the world matrix
          */
         computeWorldMatrix(force?: boolean): Matrix;
+        /**
+         * Resets this nodeTransform's local matrix to Matrix.Identity().
+         * @param independentOfChildren indicates if all child nodeTransform's world-space transform should be preserved.
+         */
+        resetLocalMatrix(independentOfChildren?: boolean): void;
         protected _afterComputeWorldMatrix(): void;
         /**
         * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
@@ -24720,9 +24725,10 @@ declare module BABYLON {
          * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
          * Note that, under the hood, this method sets a new VertexBuffer each call.
          * @see http://doc.babylonjs.com/resources/baking_transformations
+         * @param bakeIndependenlyOfChildren indicates whether to preserve all child nodes' World Matrix during baking
          * @returns the current mesh
          */
-        bakeCurrentTransformIntoVertices(): Mesh;
+        bakeCurrentTransformIntoVertices(bakeIndependenlyOfChildren?: boolean): Mesh;
         /** @hidden */
         get _positions(): Nullable<Vector3[]>;
         /** @hidden */

Разница между файлами не показана из-за своего большого размера
+ 1 - 1
dist/preview release/nodeEditor/babylon.nodeEditor.js


+ 1 - 0
dist/preview release/nodeEditor/babylon.nodeEditor.max.js

@@ -55543,6 +55543,7 @@ var GradientPropertyTabComponent = /** @class */ (function (_super) {
             }
             return -1;
         });
+        this.props.globalState.onUpdateRequiredObservable.notifyObservers();
         this.forceUpdate();
     };
     GradientPropertyTabComponent.prototype.render = function () {

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+ 1 - 1
dist/preview release/nodeEditor/babylon.nodeEditor.max.js.map


+ 1 - 1
dist/preview release/packagesSizeBaseLine.json

@@ -1 +1 @@
-{"thinEngineOnly":112368,"engineOnly":148478,"sceneOnly":502443,"minGridMaterial":633238,"minStandardMaterial":773265}
+{"thinEngineOnly":112368,"engineOnly":148478,"sceneOnly":503038,"minGridMaterial":633672,"minStandardMaterial":773699}

+ 14 - 2
dist/preview release/viewer/babylon.module.d.ts

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

Разница между файлами не показана из-за своего большого размера
+ 6 - 6
dist/preview release/viewer/babylon.viewer.js


Разница между файлами не показана из-за своего большого размера
+ 1 - 1
dist/preview release/viewer/babylon.viewer.max.js